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Messages - Ashenwraith

Pages: 1 [2] 3 4 ... 18
16
SFML projects / Tilemap Editor (working title)
« on: June 21, 2010, 01:04:58 pm »
Hey sorry, not trying to be a pain.

I'm just saying it makes sense to use a unique character instead of a negative number because if you were to compress the data you would have less data.

Plus it makes it more readable and easier for novices to edit with find/replace in text editors--which is always powerful.

17
SFML projects / Tilemap Editor (working title)
« on: June 20, 2010, 02:48:29 am »
I just don't see the point of negative numbers when they can be characters looked up from char codes (or simply representative characters) to be compact and aid in compression.

There is internal parsing logic either way.

18
General / Connecting scrolling map and collisions
« on: June 20, 2010, 02:32:34 am »
You can also expand your collision class for views.

Something like...

if view exists and moves..

collision position+=view offset

19
SFML projects / Tilemap Editor (working title)
« on: June 19, 2010, 06:07:36 am »
I'm not a fan of xml unless it's specifically for user editing.

Maybe a better solution would be for output modules so you don't have to worry about your code base going out of date or hacking it together just to change it?

Then with a quick edit you can make it 0 or whatever you want and never have to worry again.

20
Graphics / Problems with rotation and direction
« on: June 18, 2010, 09:53:42 pm »
It sounds like you need to add the position of the bullet to the ship sprite position.

21
General / Connecting scrolling map and collisions
« on: June 18, 2010, 09:13:29 pm »
BTW, in the future it would help if you could prepackage all of your project/code you want to test because copying and pasting and building projects is a pain.

Maybe the problem is you need to App.SetView(App.GetDefaultView()); before App.Draw(Collisioner); ?

Or the offset needs to be added to the collsion object's position?

A simple test would be to print the position of the objects before and after scrolling to see if they are changing and by how much.

22
General / Bullet Hell performance and optimization problems
« on: June 18, 2010, 09:02:19 pm »
Quote from: "SuperV1234"
I updated to SFML 2 and now it handles around 13000 bullets at 60FPS. Do you think I should spend more time optimizing or should I start working on the game itself?


You have to ask yourself if it it's worth it and motivates you to get it done.

If it's bugging you a lot because your bullet hell feels like bullet boring than work on it, but...

A lot of people like to at least have a skeleton of a game to play with and improve.

23
Graphics / [solved]Tiles are showing black lines at the borders (1.6)
« on: June 18, 2010, 08:51:39 pm »
Whatever the case I recommend using sfml2 if you can because it changes the rect code and fixes the smooth problem as well as other things.

24
SFML projects / Zester Project (Software Development Toolkit)
« on: June 16, 2010, 10:41:08 pm »
Quote from: "caracal"
Quote from: "e_barroga"
Just curious, why did you use Horde3D?

I think Ogre3D is more powerful and flexible. It is also as open-source as Horde3D (as far as I know).


I am not a big fan of C++ Templates which Ogre3D make extensive use of.
So basically my decision came down to ease of use.


What about just XNA support for SFML?

That would be really useful so you can sell your game on xbox live.

A lot of the other stuff you are making is interesting but it usually takes an army of people to develop assets for a 3D game.

25
General / Does one HAVE to refresh the image?
« on: June 16, 2010, 10:30:13 pm »
Quote from: "Laurent"
You need to refresh it, because other windows may overlap yours and invalidate its contents.

But if you want to display a single static image, SFML is probably the wrong choice. It's made for real-time, dynamic stuff.


I wonder if you create a lock mode with something like...

-Make SFML_window always on top/full screen

-Hide Cursor in window

-Move cursor to center of window and lock

26
General / Bullet Hell performance and optimization problems
« on: June 16, 2010, 11:14:02 am »
Quote from: "Laurent"
Quote
I'm not sure (Laurent ?), but I think it would be better to draw everything in only one pass, while doing nothing else...

I don't think that would make a difference, actually.


What about drawing the bullets as sf::shapes or even points?

Are there hardware optimizations for that?

27
SFML projects / Zester Project (Software Development Toolkit)
« on: June 16, 2010, 11:06:33 am »
Quote from: "e_barroga"
Just curious, why did you use Horde3D?

I think Ogre3D is more powerful and flexible. It is also as open-source as Horde3D (as far as I know).


Yeah, but supposedly Horde 3D can do crowds (which is now common for 3D games) and Ogre3D is still working on crowd support.

28
General / Bullet Hell performance and optimization problems
« on: June 16, 2010, 10:18:14 am »
Quote from: "Laurent"
Quote
I'm curious why that is.

Because nobody needs that except you :)
This is not a feature, this is an optimization. And my point is view is that an optimization should not be written unless it is really needed, so I'll wait for a little more feedback like yours before deciding to support compressed textures.


Well honestly I don't think most people know about it because they haven't made a game with a lot of 2D assets/art. It's sort of necessary because you will hit a wall with 32-b png when you grow out of pac-man/mario clones.

The Holy Spirit project is one for example that could benefit a lot from dds compression (whether they know or not I'm not sure), but they don't even have an artist last I checked.

29
General / Bullet Hell performance and optimization problems
« on: June 16, 2010, 10:05:19 am »
Quote from: "Spodi"

Quote from: "Ashenwraith"
You might not be able to use a single sprite


Why not? You should definitely be using a single Image instance since its all the same image, but you can also use the same Sprite instance. Just set the values on the sprite before drawing it.



Because most people use their sprites to store their position/transformation and other data. If you are constantly changing it then it needs to be stored somewhere else.

30
General / Bullet Hell performance and optimization problems
« on: June 16, 2010, 09:57:07 am »
Quote from: "Laurent"
I see.

Unfortunately, I don't plan to add compressed texture formats to SFML.


I'm curious why that is.

DDS has made so many strides at the forefront of graphics tech with new improvements in quality.

Now with YCoCg you can have near lossless, but even good old DXT 1 and 3 have are optimized to where you no longer have to fear artifacts.

SFML doesn't support 8bit, but it's also not going to support DDS?

32bit pngs are not very useful for making any kind of an optimized 2D game.

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