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Messages - Spodi

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61
Feature requests / timestamps for events
« on: September 19, 2010, 08:13:17 pm »
Quote from: "Nexus"

Although you risk incompatibilities with newer SFML versions or other user's code. If you find a way to handle it non-intrusively, you should probably prefer that.


I was just coming here to say that same thing. ;) That is why I proposed a workaround that doesn't change SFML itself. Its best to, whenever possible, avoid altering external code. Otherwise, it just becomes harder to update the external code since now it is cluttered with your own code. If you really must alter external code, though, the I recommend at least heavily commenting it so you know where your changes took place and why. I usually use a comment with a unique tag, such as:

Code: [Select]

// !!CHANGE: <reason>


Quote from: "Nexus"
The problem is: Events are not received (and subsequently sent to the EventListeners, like the (Render)Window) in realtime (via callback). Events are received on request (via WindowImpl::ProcessEvents(), called by Window::GetEvent()).


And that is why you'd want to grab them using an external thread - so you call it as frequently as you want.

62
Feature requests / timestamps for events
« on: September 19, 2010, 03:24:36 am »
Quote from: "Xorlium"
Try pressing a key/moving a joystick 30 times in one second. Can you do it? No? I rest my case.


Not really a relevant point, though. For games with either very high keypress rates (RTSes) or twitch-based games (FPSes), high resolution input is important. If you grab input once a frame, your input response rate is only that of your game loop. Normally, about 60 times a second (assuming vsync or fixed/capped update rates), but for slower machines, its lower. So its not "pressing a key 30 times a second", its pressing a key and releasing in fractions of a second, and that is completely possible, especially when the times the input took place align poorly with the current step in the game loop.

For most people and in most cases, no, it won't be noticeable. But not noticing doesn't mean it doesn't make a difference. Taking into consideration small aspects like these can, and do, contribute quite a lot of the playability of a game.

So yes, it is a completely valid point, but not one that should be added to SFML since most won't utilize it (making use of "fractional input" requires special design considerations) and most also won't need such high input resolution.

63
Feature requests / timestamps for events
« on: September 19, 2010, 01:32:30 am »
I don't see this being much of a SFML issue, rather an issue with your design. If you want input to be handled faster than your frame rate, run the input in a separate thread.

If you have a game without thread-safe input handling, grab it in a separate thread, add your own time stamp, lock a shared queue, enqueue the event(s), then let the main thread dequeue and handle.

Throwing in a timestamp for every event would just be a lot of overhead for the vast majority of users who won't need it.

64
Graphics / Thread Background Display
« on: September 10, 2010, 09:18:10 am »
What can I say, I suck at reading code that isn't color-coded. IDEs have spoiled me. :P

65
Graphics / Thread Background Display
« on: September 09, 2010, 08:41:18 am »
I have never used SFML's threading, but from what I can see from the docs, don't you need to call Thread.Launch() to actually start the thread?

66
System / sfml on 64bit archetecture
« on: September 07, 2010, 11:23:45 pm »
Don't think it works as a 64-bit application, but no reason why you can't just build it as a 32-bit application.

67
SFML website / Switching from phpBB2 to SMF
« on: August 30, 2010, 10:47:17 pm »
Quote from: "Laurent"

Anyway, most forums have a demo on their websites, so I can test them in even less than one hour ;)


Sorry, that is what I meant. Get it set up and running within an hour. What I was trying to say was that if you use a forum system that you end up not liking, its not that big of a deal since its not like it takes long to set it up.

68
SFML website / Switching from phpBB2 to SMF
« on: August 30, 2010, 06:48:39 pm »
I say just pick one, put it up, and give it a shot. It won't take more than an hour to set it up fully. If you like it, then good. If not, try another. :)

69
General / Life-/Mana-bar
« on: August 30, 2010, 02:07:27 am »
Quote from: "Finn"
Jep I thought of this,too. But the problem is that the background needs a transparent hole. This is what i don't have. The Background will be the map. The red here is the map:
http://image-upload.de/image/mUm2aP/f7f07818d8.png


Just have the transparency set in your sprite.

70
SFML website / Switching from phpBB2 to SMF
« on: August 29, 2010, 08:43:52 pm »
Just curious, why not phpBB3? Seems like the logical step up from phpBB2. Though I personally don't mind either way as long as the contents are preserved. I also have very little experience with SMF. Its just when phpBB3 is highly popular and stable, but SMF is in a state where your choice is "outdated" or "beta", seems like phpBB3 would make more sense.

71
General / Life-/Mana-bar
« on: August 29, 2010, 08:41:52 pm »
Quote from: "Elarnon"

I think this is what Spodi and Mindiell meant, by the way.


Yep!

If you're still having a hard time grasping it, stop thinking of it as "filling" the bar. Instead, think of them as two totally separate images being stacked on top of one another... since that is what you're doing. Its just like drawing any other part of the game.

72
Network / IPv6 support
« on: August 28, 2010, 09:02:15 am »
My vote is for not even worrying about it. IPv6's adaption rate is quite pathetic, even though we are nearing depletion of IPv4 addresses. Keep in mind that IPv4 can be tunneled over IPv6 (and vise versa), that hardware and systems that support IPv6 almost all support IPv4 too, and that many people don't even have IPv6 addresses. Eventually, it'll be nice. But in reality, unless you are a programmer of low-level networking (such as in routers, networking part of the OS, low-level enterprise network libraries, etc), you have many years before it is a concern.

That isn't to say that IPv6 support isn't a good thing, but its like 64-bit support - its nice to have, in some places its a great benefit, but for most applications it is just a lot of work with little (if any) benefit.

73
General discussions / Input needed... v1.6 vs. SVN v2.0
« on: August 23, 2010, 08:04:02 am »
I, too, would suggest SFML 2.0. More people using it means more testing, combined with the reasons Spidyy mentioned. I personally haven't had much problem at all with 2.0, and Laurent is usually very quick on the fixes.

74
General / Life-/Mana-bar
« on: August 22, 2010, 02:52:12 am »
Just have a sprite for the full bar. Then, to just show a piece of it, use a smaller part of the sprite. That is, set the source rectangle (Sprite.SetSubRect()) to a smaller piece.

75
SFML projects / Open Source top-down game - Warlock's Gauntlet
« on: August 16, 2010, 10:35:44 pm »
Sorry, turns out I already deleted it. :? But yes, that was the boss. I didn't wait too long (no more than maybe 10 seconds). If it helps, I didn't have any other issues with the game and when I beat the boss, I had a healing sprite.

It was probably just me being impatient since I was about to stop playing anyways. :wink:

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