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Messages - Lo-X

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46
SFML projects / Re: Feather Kit - A C++ Game Framework
« on: October 08, 2014, 03:17:13 pm »
I've got an error when I build the lib :

/featherkit/src/entity/glmtypeadder.cpp:40:20: error: ‘u64vec2’ is not a member of ‘glm’
return glm::u64vec2(static_cast<uint64_t>(std::stoul(params[0])), static_cast<uint64_t>(std::stoul(params[1])));
              ^

I've the last libglm version available in Ubuntu packages.


Edit: the same with all u64vecX and i64vecX, I replaced them by their rightfull name : uvecX and ivecX and it solved these errors.

But I've got another error :

/featherkit/src/rendering/quad.cpp:6:37: error: converting to ‘const vec2 {aka const glm::detail::tvec2<float>}’ from initializer list would use explicit constructor ‘glm::detail::tvec2<T>::tvec2(const value_type&, const value_type&) [with T = float; glm::detail::tvec2<T>::value_type = float]’
     Quad::Quad() : Quad({2.0f, 2.0f})

along with some other initializer errors that I corrected in the sources (switch from init. list to constructors) and it worked


47
SFML game jam / Re: 4th SFML Game Jam
« on: September 30, 2014, 12:35:12 pm »
Sounds great ! I should say I'm disapointed the jam didn't happen last month but the truth is I couldn't have participated to it. Plus if the website is on track for a better user experience and everything, that's great :)

48
Nice ! I could use it to add cinematics and intros into games or a lot of other stuff.

Great job, thanks for sharing.

49
General discussions / Re: Custom SFML Wizard for QtCreator
« on: July 31, 2014, 06:49:31 pm »
Nice, thanks !

50
SFML projects / Re: Ptakopysk - C++ game prototyping framework
« on: July 28, 2014, 10:06:39 pm »
Can I do it tomorrow ? I switched back on linux :)
I'll try to gather as much details as possible. Is there a log file or something I can provide ?

51
SFML projects / Re: Ptakopysk - C++ game prototyping framework
« on: July 28, 2014, 08:28:01 pm »
That looks nice. Since I'm on Linux, can you provide some more screenshots ?

Edit : just tested it on Windows. The IDE crashed each time I built the game. I also don't get how to add things on the scene.
I tried to create a component but I got an error but perhaps I should edit the c++ file ? :
UserComponent.h:24:40: error: 'm_value' was not declared in this scope

52
General discussions / Re: any simple example of SFML game
« on: July 11, 2014, 10:45:23 am »
The SFML Game Development book is awesome (http://www.packtpub.com/sfml-game-development/book).

I made games before and after having read that book, I really felt the difference the book made on my coding habits, knowledge and development speed.

Some of these games are on my GitHub account, but I dunno if you will be able to understand them without the theory the book brings (it only depends on your level, which I don't know).

53
SFML projects / Re: Feather Kit - A C++ Game Framework
« on: June 30, 2014, 08:14:04 pm »
Yes I would definitively would like some tutorials/examples about each modules, but the source code is amazing !

54
I don't have names right now but there are some SFML games that are on Steam, yes.
Often the devs of these games don't post often around here, so it's impossible to keep track of all of them.

But if you go on the project section you'll find some (indie) games that are sold. I don't know about any AAA game that uses SFML, as they usually use "big" engines like Unity/Unreal/...


55
SFML projects / Re: SuperSpiel3D - My first game
« on: June 25, 2014, 03:40:41 pm »
Errrk cockcroach !

That's nice, some feedback :
- The heath is not visible enough, IMO.
- Need some kind of crosshair to know where you shot

What did you use SFML for ?

56
General discussions / Re: Android and iOS ports available for testing
« on: June 16, 2014, 04:22:52 pm »
Okay now you're talkin' :) Thanks Mario, I needed that stuff :)

57
SFML projects / Re: SFML Input Manager
« on: June 15, 2014, 11:16:03 pm »
I'm late but I find your code very interesting and useful. I just don't get why you name the bindings, this std::string is useless isn't it ?

It could be improved following Thor's combinaisons of actions... but you made this to be simple I think. If one does need more, he can use Thor directly :)

58
SFML projects / Re: Noodle - Game Framework
« on: June 15, 2014, 08:01:24 pm »
Sounds interesting. How much of the C++ implementation are you planning to expose to Lua and how will you deal with Lua to C++ overhead when passing data back and forth?

I will expose everything I need to be able to use Lua only, I don't know how I can explicit this more :) SFML Drawing sprites/shapes should be accessible, entity/components, etc. The idea is to have base classes in C++ (ie: few components like render, sound, etc.) and then derive them with Lua and extending them with hooks.

So the goal is to have the least back and forth between C++ and Lua, the plan is to load Lua hooks in C++ once and use these hooks directly (since I can pass a Lua function to a C++11 std::function). So the heavy part is the loading part, but then a lot of things will be converted to C++ primitives. (not everything, but whenever possible)
Plus you can use compiled Lua.
So I don't think there will be performances issues for a 2D game at 60fps. Klei studios used the same kind of engine to make Don't Starve but way more complicated and complete, and there is no performance issues.


Json :

I use Json on the Lua side so I didn't had to care about a C++ lib here but QtJson is pretty neat. I don't know about PicoJSON but there are a lot of good libs for that :)
XML is not handy IMO, and since Lua table syntax is really close to Json, it was a natural choice.

59
SFML projects / Noodle - Game Framework
« on: June 15, 2014, 06:09:06 pm »
Hi community !

I'm starting a new project that I would like to share with you.

Noodle

Noodle is/will be a game framework in C++/Lua. It's inspired by my Potato framework (itself very strongly inspired by SFML Game Development Book) but I planned some improvement.

Features

So this framework will contain, more or less :
- Windowing + Rendering
- Resources
- Events
- Screens / Game States
- Entity/Components
- Simple GUI
- Animations
- Particles
- Json + Json serialization

Goals

The goal is to have a strong "engine" in C++ completely binded to Lua, so that when you develop a game you just write Lua.
Bind some SFML features to Lua.
To be able to copy/paste an executable and then just change Lua code to make a new game.

There's a lot of work to do, the most of it will be done when I need it (SFML Jam here  come). I also encourage you to fork/issue/participate anyhow, you will be welcomed :)


Inspirations - Other libs

So it's philosophically inspired by LÖVE (a lot) somehow.
It's also inspired by some of your libs like Thor, Featherkit, etc. but I don't know yet if I can bind them directly to Lua.

I use Selene as Lua C++11 wrapper, even if I have trouble with static methods...

Examples

What the Lua code looks like at the moment  - main.lua

local Noodle = require("scripts/Noodle/noodle");

function Init()
        Noodle.Application.setWindowTitle("It Works !");

        print("Init function called");
end

function Step(dtInSeconds)
        --print("Step "..dtInSeconds);
        if Noodle.Mouse.isButtonPressed(Noodle.Mouse.Button.Left) then
                print("Left Mouse Button pressed {".. Noodle.Mouse.x() .." ; ".. Noodle.Mouse.y() .." }");
        end
end

function Render()

end

function Quit()
        print("Goodbye !");
end

There are three mandatory functions/hooks : Init() , Step(..) and Render() and some facultative ones. These hooks are parsed once and then directly called by C++.
C++ and Lua classes are indistinctly accessible through the Noodle Lua table.

Links

Noodle GitHub Repo (check de dev branch)
Potato-framework GitHub Repo

60
SFML game jam / Re: Game Submissions now open
« on: June 14, 2014, 12:20:06 am »
:P, i didn't catch it, is there a twitter, where you post, "Next game jam on 12 june..."?
Or any announcement page where it will constantly stay up?

You can check for the #SFML tag or follow some of us, talks on twitter starts something something like 1-2 days before the jam. But I don't think there is an official twitter account. That's something we could do while working on the website (something that auto-tweet dates reminders)

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