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Topics - Brendon

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1
DotNet / OpenGL Bind() deprecated?
« on: May 10, 2013, 01:59:45 am »
I'm trying out dotnet SFML2, and am running into an OpenGL issue. Do Textures no longer have a "bind()" call? I'm attempting to call "myTexture.bind();", but "bind()" seems to no longer exist.

Is this a change in the API, or is the dotnet binding perhaps missing this call?

2
Graphics / Rendering .ttf text on OpenGL polygon
« on: November 24, 2012, 08:30:25 pm »
I have an OpenGL GL_Quad, and I'd like to render some truetype text onto it. I'm not sure what is the best way to do this, and was hoping to get some tips.

If I understand correctly, I can create a Font object, then export that out to a glyph texture sheet for OpenGL to use?  I was also looking at the Text object and RenderTexture, but wasn't sure if that was a viable route. Are there other alternatives I'm missing?

3
Window / Joystick enumeration
« on: September 26, 2011, 07:39:11 pm »
I was doing some tests with SFML2 and noticed my Xbox controller always appears as joystick #0. My Logitech controller always appears as joystick #2.

This is not a problem, I was just curious: how does joystick enumeration work? That is, what determines what joystick becomes joystick #0 and joystick #1?

4
Window / SFML2 - desktop mouse vs. renderwindow mouse [SOLVED]
« on: September 25, 2011, 08:37:04 pm »
I'm currently updating my project to the latest SFML2. In the new input system, I noticed my desktop mouse and renderwindow mouse are located at two different locations:



Moving one cursor also moves the other. Cosmetically, I don't mind. But functionally, I have a problem in that left-clicking will de-focus the renderwindow and select the underlying desktop.

Has anyone experienced a similar problem, or does my input code need some massaging?

5
DotNet / Problem displaying Chinese/Japanese/Korean characters
« on: September 22, 2011, 11:25:55 pm »
I'm trying to display Japanese characters with .Net SFML2.  But instead of printing the characters, I'm just getting question marks ("????"). The font contains the necessary characters, and entering English characters works fine.

Anyone have any experience with displaying Japanese characters, or have any tips? The code seems fairly straight-forward.

Code: [Select]
//initialization
Font font = new Font(@"mplus-1p-medium.ttf");

string japanese = "練習モド";
Text text = new Text(japanese, font, 64);
text.Position = new Vector2(80, 200);
text.Color = Color.Black;

...

//rendering
renderWindow.Draw(text);
renderWindow.Display();

6
Window / Multiple mice?
« on: August 07, 2011, 03:51:41 am »
Quick question - does SFML support multiple mice?

7
Window / Simulation pausing when window is dragged
« on: April 10, 2011, 06:28:12 pm »
I noticed when I drag the window around, the application stops updating itself.  It resumes once I stop dragging the window around. This isn't a big deal for singleplayer games, but it's breaking a multiplayer game I'm working on.

From digging around the SFML forums, it seems this is an unresolvable issue relating to how Windows works. So, I was wondering if anyone has any tips or suggestions on how to work around this.

8
Graphics / [Solved] SFML2 - How to draw large fonts
« on: March 24, 2011, 08:26:28 pm »
I've started to use SFML2 dotnet and had a beginner's question about how text is rendered.

When I draw small font sizes, it looks fine. But, when I draw a larger font size (font size 4), it renders blurrily:


Code: [Select]
scratchString.DisplayedString = "Center";
scratchString.Scale = new Vector2(4, 4);
renderWindow.Draw(scratchString);


How does one correctly render large font sizes?

9
Window / Mouse movement causing framerate drop
« on: March 16, 2011, 08:48:48 am »
I'm wondering if anyone else has seen this before: a lot of my users are reporting that when they move the mouse around, the game framerate drops to what seems like 1 fps.  If the user doesn't move the mouse, the framerate returns to the expected ~60.

The problem is that this is very inconsistent across machines, making it difficult to debug. I never get it on my dev machine, some others always have it, and for others the problem goes away after restarting the computer.

The input code is very straightforward:
Code: [Select]
public void Update(float elapsedTime)
{
      this.App.DispatchEvents();

      this.mouseX = this.App.Input.GetMouseX();
      this.mouseY = this.App.Input.GetMouseY();
}


I'm using the sfml dotnet 1.6 build.

Anyone have any thoughts on why this is happening?

10
SFML projects / Atom Zombie Smasher
« on: January 24, 2011, 05:34:07 pm »
Hey all, wanted to share my latest SFML game, Atom Zombie Smasher. http://blendogames.com/atomzombiesmasher



At the peak of the 1961 zombie outbreak, you are handed control of all combat and rescue operations. With aid from artillery crews, sharpshooters, and other mercenaries, you are tasked with safely evacuating civilians out of infested municipal areas.

Campaigns are waged in procedurally-generated worlds and cities, ensuring each playthrough is a unique experience. Demolition aficionados will be pleased to know cities are modeled to be fully destructible, giving every landmine, dynamite charge, and orbital strike the oomph it deserves.

Users can also create and play mods for Atom Zombie Smasher.  Gameplay parameters are completely open to modification in an easy-to-learn fashion. The Online File Share allows users to then share mods with others.

Game & demo are at: http://blendogames.com/atomzombiesmasher

And another big thanks to Laurent & crew for the wonderful SFML library. Thanks!

11
DotNet / Static linking with dotnet
« on: January 22, 2011, 10:16:06 pm »
I dug around the forums regarding the ATI driver issue (http://www.sfml-dev.org/forum/viewtopic.php?t=3438), and it seems static linking SFML seems to be the solution.

But - it seems .net framework / Mono doesn't really support static linking; or at least I haven't been able to find how.  Anyone with more .net knowledge have any tips on this?

12
SFML projects / New SFML.Net game: Atom Zombie Smasher
« on: November 22, 2010, 07:16:33 pm »
Thought I'd drop a note here about my new SFML game, Atom Zombie Smasher.  Site and trailer video here: http://www.blendogames.com/atomzombiesmasher

Atom Zombie Smasher is a tactical strategy game set during the peak of the 1961 zombie apocalypse. Plan rescue operations and take to battle with your crew of snipers, demolition experts, and research teams.

I'm using the .Net binding, along with Mono so I could port it to Mac & Linux. This is my first time using OpenGL calls, and I was very pleased with how easy it was to get going with it.  I basically began with the test cube in the SFML sample application, and started building from there.

13
SFML projects / Air Forte - SFML game released on Steam
« on: September 30, 2010, 09:55:06 am »
Hi all, thought I'd drop a note announcing my game Air Forte was released on Steam today.  The game is about piloting airplanes through arenas involving geography, math, and vocabulary.

Air Forte is written with the C# binding of SFML, and uses the Mono framework in lieu of the .net framework.  The Mono files are included in the distribution, so the game is a stand-alone package. The game is available for both PC and Mac.

The SFML library is quite pleasant to work with. I'm using it again for my next project and it's working very well - big thanks to Laurent and crew.

Game info/videos:
http://blendogames.com/airforte

Steam page:
http://store.steampowered.com/app/55020

   

14
SFML projects / Educational indie game: "Air Forte"
« on: July 01, 2010, 09:45:05 pm »
Hi all, I wanted to share my work-in-progress indie game, Air Forte. This is an educational game where you pilot a small airplane through arenas.

I'm using SFML's .NET bindings and Mono for this project, so the game is portable to Windows, Linux, and Mac OSX.  I was quite pleased with SFML's feature set and how easy it is to use. I'm using v1.6 for audio/window and v1.5 for graphics, and I'm definitely looking forward to checking out v2.0 for my next project.

 

Try it out, and let me know what you think!

Here's the links to the demo:
Mac osx: http://www.blendogames.com/dev/AirForteDemo_ub2.dmg
Linux: http://www.blendogames.com/dev/airfortedemo_v2.tar.gz

The windows version should be up soon.

Edit July 2: updated with new builds.

15
DotNet / Running on Mac OSX - unable to load library
« on: June 26, 2010, 07:42:39 pm »
I currently have SFMLNet running via Mono on Windows and Linux, and now I'm trying to get it going on Mac OSX.

When I run the program, I get this error:

Code: [Select]
Mono-INFO: DllImport attempting to load: 'csfml-graphics'.
Mono-INFO: DllImport error loading library 'dlopen(csfml-graphics, 9): Library not loaded: @executable_path/../Frameworks/csfml-window.framework/Versions/A/csfml-window
  Referenced from: .//csfml-graphics
  Reason: image not found'.

(release2.exe:439): Mono-WARNING **: DllImport unable to load library 'dlopen(libcsfml-graphics, 9): image not found'.


I've downloaded the SFML 1.6 sdks and copied the contents of SFML-1.6/lib, SFML-1.6/extlib/bin, and SFML-1.6/CSFML/lib into the corresponding Frameworks directory.  I also copied them into the /Library/Frameworks directory as described in the tutorial.

I'm running on OSX 10.4 and using the SFML 32-bit universal binaries.

I'm unclear as to why the program can't find the libraries. Any ideas?

My current directory structure:
Code: [Select]
Contents
       |
       |--MacOS   <-- where the executables are
       |
       |--Frameworks
              |
              |--csfml-audio.framework
              |--csfml-graphics.framework
              |--csfml-network.framework
              |--csfml-system.framework
              |--csfml-window.framework
              |--sfml-audio.framework
              |--sfml-graphics.framework
              |--sfml-network.framework
              |--sfml-system.framework
              |--sfml-window.framework
              |--SFML.framework
              |--sndfile.framework
              |--OpenAL.framework

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