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Messages - Phanoo

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SFML projects / Re: ALAGEngine - 2.5D Isometric Shading Engine
« on: February 26, 2018, 02:01:20 pm »
Nice ! It's a good idea to create an engine, separated from the game project. When i start making a game with low level tools like SDL/SFML i always end up spending all my time creating the engine, then I have no motivation left for the game itself. Just be careful about the project size, a man can't compete with 100-people studios !  ;)

SFML projects / Re: FM Composer - A sound & music creation tool
« on: February 23, 2018, 10:18:14 am »
Thanks guys !

I just made a little tune with it, it's the first time I use it when I have the inspiration to compose something (I usually launch OpenMPT since it's the tracker I use since 10+ years)
Found two bugs by using it ;D (already corrected in 1.3)


General / Re: Image of Sprite Skipping on Screen
« on: February 22, 2018, 02:54:18 pm »
That's strange. Did you tried to completely remove setTextureRect and use VertexArrays instead ? You should be able to achieve the same result, you just set the texture rect by directly modifying vertex struct members instead of calling the function

Graphics / Re: Batching sf::Text draw calls ?
« on: February 21, 2018, 06:46:59 pm »
Thank you for your help, yeah i'm going to do dome testing. Most of my shapes doesn't use any texture, they are plain color

Graphics / Re: Batching sf::Text draw calls ?
« on: February 21, 2018, 06:16:07 pm »
Oh i see. And what about Shapes ? Do they force a texture switching too ?

- draw(text1)
- draw(a shape)
- draw(text2)
- draw(a shape)
- draw(text3)
- draw(a shape)

I'm using mostly Text and Shapes in my app, not much sprites.

Graphics / Re: Batching sf::Text draw calls ?
« on: February 21, 2018, 11:51:20 am »
Ok thanks :) I'll think a bit to see if it's worth to do something about that.

Can you tell me if this is an improvement to draw all text (using the same font and charsize) in the same place, instead of switching between draw types ?

- draw(text1)
- draw(text2)
- draw(text3)
- draw(a sprite)
- draw(a sprite)
- draw(a sprite)


- draw(text1)
- draw(a sprite)
- draw(text2)
- draw(a sprite)
- draw(text3)
- draw(a sprite)

Graphics / Re: My sprite stutters when it moves after using a delta
« on: February 21, 2018, 11:00:00 am »
I've always noticed stutterings even without using any advanced timestep, just a plain loop v-synced doing +1 to the X position of a sprite.
I'm not sure it's even related to SFML, seems it depends on the running applications (on my Windows session) or other strange factors... In fullscreen that doesn't happen, everything is smooth.

Graphics / Re: tearing/stuttering and possible sultions
« on: February 21, 2018, 10:33:58 am »
Did you tried to remove the 60 fps frame rate limit you set and replace it with setVerticalSyncEnabled ?

Graphics / Batching sf::Text draw calls ?
« on: February 21, 2018, 10:27:08 am »

I've noticed the draw() function is very expensive due du driver things, I've already batched my sf::Shapes for great performance improvements, now I'm looking for batching sf::Text drawings since I have lots of them but I'm not sure how to do that.
Do you have ideas ? Is there a way to get the glyph Texture and all rects that represents the Text so I can put them in a single VertexArray ?

SFML projects / Re: FM Composer - A sound & music creation tool
« on: February 13, 2018, 11:12:41 am »
Thanx !

I haven't uploaded the project files, i'll add the .vcproj but i'm not sure if it contains relative or absolute paths

Beep. beep, detected someone with too much free time. :D

Unfortunately I Don't, especially with a full time job, but it can be done, by sleeping less ;D

SFML projects / FM Composer - A sound & music creation tool
« on: February 13, 2018, 10:46:04 am »

Download link http://fmcomposer.org/download.php
Main page : http://fmcomposer.org


Today I'd like to show you the project I'm working on since a long time : FM Composer. It's a software allowing the user to design their own sound using FM synthesis and create a song with them.
It's made for musician/composers but also for developers, as the musics created with this tool can be integrated in any other app and altered in real-time, allowing for high degree of interactivity (dynamic instrument changes, tempo changes, reverb, sync'ed and evolving music...)

Sound demo and how to design an instrument : https://www.youtube.com/watch?v=AnDzLdit0Ds

It uses SFML for all input, drawing, events... I only slightly modified the library to get a sharper font rendering and add file drop support on Windows.

You can easily add notes with your (computer) keyboard :

Instrument creation page. Quite a lot of parameters, but it's all there without submenus for fast editing once you are used to it :

A simple piano roll view, with limited editing features but always fun to have :

The sound engine is made from scratch, it's a bit like 80's synths that use FM but in more powerful.
FM Composer is released with a lot of pre-made instruments, covering the whole General MIDI set, so it can import MIDIs without any problem.

Download here if you want to give it a try : http://fmcomposer.org/download.php

There is a complete documentation with tutorial on the website too :)

Of course the program is free and open-source, see the GitHub : https://github.com/stephanedamo/fmcomposer (probably not the best code, but I'm open for improvements !)

Window / Changing dynamically window contextsettings
« on: January 22, 2018, 10:45:53 am »

In my program i need to change the window contextsettings dynamically, what I do atm is closing the window, destroying the window pointer, and re-creating it with the new parameters. It works, but I'd prefer to have a smooth change, without the user seeing the window being closed and re-opened. Is there a way to do that ?

General / Re: Declaring sf::Font and sf::Color in a header
« on: January 16, 2018, 11:14:15 am »
you can wrap them in a struct:

In some 'globals.h' file
typedef struct ui{
struct color{
sf::Color base;
sf::Color darkAccent;
sf::Color lightAccent;
sf::Color accent;
sf::Font font;

extern struct ui;

In a cpp file:
struct ui;

void initialize(){
// init the ui...

Then initialize it somewhere in your application (in the main if it's a very small app that doesn't need better organization).

Globals aren't a bad if they are used for global things... just group them into structs or classes to avoid too much 'extern' keywords

General discussions / Re: Why is SFML split with 1 dll file per module?
« on: January 05, 2018, 06:18:13 pm »
I think the argument to split SFML in several DLLs to lower the global project size if a module isn't needed is not very realistic, since if you really care about size, you just statically link.

General discussions / Re: How is SFML going?
« on: January 05, 2018, 05:18:24 pm »
I didnt saw this topic. What's the added value in scancodes when we already have keycodes and event.textEntered ? (sorry if the question sounds noobish)

What stops me is mostly the lack of time. Maybe i'll have more soon !

As a starting point, i'm ok to help about this : https://en.sfml-dev.org/forums/index.php?topic=23017.0

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