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Messages - nulloid

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SFML projects / Re: SFML Light System - Let There Be Light
« on: June 20, 2012, 05:39:51 pm »
Many thanks :)

SFML projects / Re: SFML Light System - Let There Be Light
« on: June 19, 2012, 11:24:35 pm »
Hi there again!

I know I should've asked it sooner, but... I think you have noticed the similiarity of the names between your library and my game. I want to ask: is it okay for you if I keep the name for my game (which I plan to release commercially), or should I change it?

SFML projects / Re: Kukatz 3D
« on: May 14, 2012, 07:30:57 pm »
I've tried Kukatz (great name, btw... at first I thought it is almost too hungarian to be a coincidence... (I mean how many other languages out there that has a word similar to "kukac"?) :D). Great idea, and the implementation is good, too. Although I had troubles to get to the same level as the collectibles. Is it intentional?

Amúgy üdvözlet, és szép munka :D

General discussions / Re: SFML 2.0 RC
« on: May 12, 2012, 06:08:45 pm »
Oh, hell, I forgot that. Thanks :)

General discussions / Re: SFML 2.0 RC
« on: May 11, 2012, 01:34:29 am »
In CSFML, SoundStream.h isn't #included in Audio.h (public headers). Also, in the same SoundStream.h, there are still CamelCase function names, but maybe it isn't necessary to report them, since you indicated you will use regexp. (Am I wrong?)

SFML projects / Re: SFML Light System - Let There Be Light
« on: May 04, 2012, 05:01:37 am »
Quote from: lolz123
I am not sure why you would want mirrors in a 2D game...
I'm making a puzzle game based on lights. That is why I need a mirror, and colored lights and transparency and such. Without them, the puzzles would be slightly boring.

Quote from: lolz123
...but a planar mirror should be possible, if you render a second light representing the image of the light source in the mirror, and then invert the shadow masking for the mirror.
This is exactly what I have in mind. The interesting part kicks in when some mirrors are facing at each other, or are in an angle next to each other, so light bounces off them multiple times. Ahh.. thinking is sometimes just plain tiring. :D

Quote from: lolz123
Curved mirrors would be pretty difficult...
Whoa, man, these kind of ideas give me a heart attack :D Yes, they would be, at least with a vector-based engine. And I don't even dare to think about refractions... with curved surfaces...

Thanks for the answers, and keep up the good work :)

SFML projects / Re: SFML Light System - Let There Be Light
« on: May 03, 2012, 03:43:16 am »
Quote from: Lolz123
I added the hull transparency feature, but it is not quite working yet  :-[. It will render a bit strangely at the moment. It will be fully functioning in the next version.

Maybe my solution I've just implemented today will work for you. See examples here. At the end of the post, there is a series of equations, telling you the color components of the shadow's color. (Note, that this is not a physically correct model, as far as I know.) The shapes are just alpha-blended on the shadowed texture. I think it is not the best solution, but that's not related to the problem.

Unfortunately, I can't just copy the code, since it is written in Haskell. (Only the rendering is done by SFML, the calculation of colors is in Haskell. But if you want to see, just ask :))

Also, if you have any other idea, please, share with me. Maybe that's better than this.

A question: will you implement mirrors? Because if so, I'll really consider using your engine instead of mine. (I have some ideas related to this, too, so maybe I can help.)

General discussions / Re: SFML 2.0 RC
« on: May 01, 2012, 08:01:49 pm »
Another bunch of buggies from CSFML: In the include files, sfCircleShape has _GetOrigin and _GetScale instead of their camelCase versions, and all of sfRectangleShape's functions suffer from the same problem.

C / Re: sfMouse_getPosition with sfRenderWindow*?
« on: May 01, 2012, 01:30:01 pm »
Ok, it works that way ^^

Well, I want to write a game in Haskell using SFML. So I make the rendering engine, keyboard and mouse handling and sound in sfml using C, because Haskell interfaces better with C, then with C++.

C / Re: sfMouse_getPosition with sfRenderWindow*?
« on: May 01, 2012, 12:52:41 pm »
Hm... trying casting from sfRenderWindow* to sfWindow*. I'll write the results here once I'm finished.

C / sfMouse_getPosition with sfRenderWindow*?
« on: May 01, 2012, 12:46:09 pm »
I have an sfRenderWindow*, but sfMouse_getPosition() wants an sfWindow*. I couldn't find any method to make/get an sfWindow* from an sfRenderWindow* without modifying the source. Is there an orthodox (and fast) method, or should I just hack CSFML?

General discussions / Re: SFML 2.0 RC
« on: April 24, 2012, 04:11:35 pm »
IDK if it was posted/mentioned before, but I've noticed that in the CSFML binding, Graphics.h doesn't include SFML/Graphics/Sprite.h.

My God... awesome!!! :D

SFML website / Switching from phpBB2 to SMF
« on: January 03, 2011, 05:21:43 am »
I feel people will throw stones at me for this, but what about registering a free forum at freeforums.org? Don't have to bother databases, don't have to pay for it, etc. Also, you will be in full control of the forum. It uses phpbb3.

General / Segmentation Fault - SFML2
« on: January 02, 2011, 07:52:12 pm »
Don't you have a radeon graphics card? AFAIK, there are some problems with linux radeon drivers.

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