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Messages - Brendon

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31
Window / Mouse movement causing framerate drop
« on: March 19, 2011, 11:29:44 pm »
You're my hero!  Removing that line and recompiling the libraries fixed it.

Thanks, Laurent.

32
SFML projects / NetGore - C# open source MORPG engine
« on: March 19, 2011, 04:36:18 am »
@Groogy - maybe!

33
SFML projects / NetGore - C# open source MORPG engine
« on: March 19, 2011, 12:12:07 am »
Nice!  Can you talk a bit about how you handle multiplayer code?  Do you use the built-in .Net networking, or do you use an external library?

34
Window / Mouse movement causing framerate drop
« on: March 18, 2011, 11:42:17 pm »
@Laurent - Sure, I'd absolutely love to know how to make the fix in the source code.

35
Window / Mouse movement causing framerate drop
« on: March 18, 2011, 11:30:53 pm »
@Groogy - thanks for the tip.  I'm poking around the sfml.net build, but can't find the equivalent to the "GetEvent(event)" call.

At any rate, the problem is solved - though it introduced a new one.

It turns out I was using sfml v1.5.  I'm using v1.5 because v1.6 has a graphics bug I wasn't able to work around.

I asked my users to copy the v1.6 SFML libraries into the game folder. It worked!  The mouse-event framerate drop is no longer an issue.

But, using the v1.6 libraries introduced the graphics issue mentioned above
v1.5: http://blendogames.com/dev/capture-normal.jpg
v1.6: http://blendogames.com/dev/capture-38.png

So my question now is -
1. Can I use the v1.6 Window component, but retain using the v1.5 Graphics component?
2. Anyone know of a workaround for that v1.6 graphics offset?

I tried running with the v1.6 Window dll and v1.5 Graphics dll, but that seems to disable the mouse input.

Any ideas?

36
SFML projects / Atom Zombie Smasher
« on: March 18, 2011, 08:43:10 pm »
@kattle87 - thanks!  I did the gui myself.  There's a few button types (slider, checkbox, etc) and is actually fairly bare-bones.

37
Window / Mouse movement causing framerate drop
« on: March 17, 2011, 09:04:06 pm »
I set up the event-test program.  

My mouse gets ~125 mouse-movement events per second. My user with the problem is getting ~500 events per second.

For those curious, here's a link to the program: http://blendogames.com/dev/windowtest04.zip

38
Window / Mouse movement causing framerate drop
« on: March 17, 2011, 07:07:13 pm »
Counting how many messages are generated per second sounds like a good place to start.  Here's my test app:

Catch the events when user moves mouse:
Code: [Select]
appWindow.MouseMoved += new EventHandler<MouseMoveEventArgs>(appWindow_MouseMoved);

Increment a counter each time the mouse moves:
Code: [Select]
void appWindow_MouseMoved(object sender, SFML.Window.MouseMoveEventArgs e)
{
       this.mousemoveCounter++;
}

Once per second, display mousemoveCounter's value before resetting it to zero.

Does that sound like how one would count the messages per second?

39
Window / Mouse movement causing framerate drop
« on: March 17, 2011, 02:17:18 am »
Some of my users are using high-dps mice - if I were to make a test executable for these people, is there some way I can somehow limit the amount of events received per frame?

40
Window / Mouse movement causing framerate drop
« on: March 16, 2011, 09:49:43 am »
@Laurent - my game is available on pc, mac, & linux; I've only heard the issue reported on the pc.

@devlin - Can you explain a bit on how one would do that?  I figured DispatchEvents() is what updates all the events, and I'm only calling that once per frame.

@Groogy - that's an interesting idea - I'll ask my users if they have special mice.

I also found these other thread regarding mouse movement & framerate drop, but the issue seemed to have been fixed in his case-
http://www.sfml-dev.org/forum/viewtopic.php?t=2394

41
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?

42
SFML projects / Atom Zombie Smasher
« on: March 14, 2011, 10:25:49 pm »
@TechRogue - thanks for the heads-up. I'm not sure why this is happening; the PC version works fine and the input code between the platforms is identical. I'll investigate why there's this discrepancy.

On an unrelated note - Atom Zombie Smasher is now available on Steam! And, is on sale for one week.
http://store.steampowered.com/app/55040

43
Window / [SFML2] Window crashes when calling destructor (ATI)
« on: February 28, 2011, 02:48:30 am »
From what I understand, the file is from the ATI 10.4 driver. Placing the DLL in the executable's folder overrides your system's current ATI driver.

I should also note that this is not a universal fix.  I still haven't been able to pinpoint the conditions, but on some systems it may cause the game to not run/run slowly.

44
Window / [SFML2] Window crashes when calling destructor (ATI)
« on: February 27, 2011, 05:34:00 pm »
The ATI issue prevented some users from playing my game Atom Zombie Smasher; someone took a look and found a work-around solution for it.

http://www.kn00tcn.net/site/cities-in-motion-startup-crash-fix/

It's not a permanent solution, but as a quick hotfix it works nicely.

45
DotNet / Setting up Visual Studio 2008
« on: February 12, 2011, 06:35:00 pm »
I'm using Visual Studio C# 2008 Express and the downloaded sfml libraries seem to work for me.

In the dropdown box labeled "Any CPU", go to:
Configuration Manager > Active Solution Platform > Type or select new platform > x86

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