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Messages - Mjonir

Pages: 1 2 [3] 4
31
Audio / Cannot find -lsfml-audio.dll
« on: March 07, 2012, 01:40:44 am »
Er, personally I use "link libraries" and give a relative path to the libraries (less portable, but much easier for me to move my stuff, I'm the only one compiling it anyway).

Anyway if you want to use "other linker options", you list looks good to ME EXCEPT that you're mixing static and dynamic libraries. It should work, but that's a bit weird to do that :o

Use either:

Code: [Select]

-lsfml-audio-s
-lsfml-graphics-s
-lsfml-window-s
-lsfml-system-s


Or:

Code: [Select]

-lsfml-audio
-lsfml-graphics
-lsfml-window
-lsfml-system


Also if you use static libraries, don't forget to use "Compiler settings -> #defines" and write there:

Code: [Select]
SFML_STATIC

32
Audio / Cannot find -lsfml-audio.dll
« on: March 06, 2012, 08:46:07 pm »
Quote from: "Laurent"
Quote
Also if you work on Windows, I suggest you static-link SMFL (linking "-s.a" files instead), it works better from my own experience

The dynamic version works exactly as good as the static one... :P


I once had a problem with GDB + Code::Blocks: Whenever I tried debugging, gdb.exe crashed. GDB did not crash when used directly in a terminal, only through C::B.

I was using the dynamic debug libraries of SFML2. The problem disappeared by using the static version instead (it was a while ago, but I think I found a clue to that answer on the French SFML forum, so I was apparently not the only one who got this) :)

33
Audio / Cannot find -lsfml-audio.dll
« on: March 06, 2012, 08:39:29 pm »
The DLL files are the files you give along with your program. What you need to link are ".a" files, in this case "libsfml-audio.a".

Also if you work on Windows, I suggest you static-link SMFL (linking "-s.a" files instead), it works better from my own experience :)

34
General discussions / How's SFML 2.0 coming along?
« on: March 06, 2012, 08:26:28 pm »
I've been using SMLF2 for more than 1 year now. SFML2 is very stable (never had any problem), and more powerful. I did not use SFML1.6 that much so I can't really compare performance and so, but I don't think switching to SFML2 has any major drawback (beside the need to adapt a little bit of code, and to compile it yourself :P).

35
General / Menu system suggestions
« on: June 29, 2011, 12:44:44 am »
Hi,

When I had to make my own menu system I found this article (warning: old French wiki). Although I ended up not really using it in the way it was intended, I think it may be a very good basis for most projects and would really recommend it. At least have a look, it will give you a nice idea about how to structure your menus in panels and buttons.

You can find a full, updated and compilable source at the repository of my own project here: Link to repository.

36
General / What to do with multiple windows?
« on: June 05, 2011, 02:48:41 pm »
I've seen a chess game use multiple windows. The main window for the game, other windows for miscancellous information about it (list of moves, information about AI, ...) that you could drag where you want.

You could also use another window to display debug information.

Let's say you make a windowed RPG, maybe have the inventory always displayed in another window?


So it's not often necessary, but there are some rare uses... and why not? :)

37
General / Delay using Clock
« on: May 08, 2011, 08:50:36 pm »
Why are you resetting the clock all the time exactly? It looks like what you want to do is get the current time, why not just use the clock instead of another variable?

38
General / Where are the DLLs?
« on: May 07, 2011, 01:03:22 am »
If you're using SFML 1.6 they should simply be located in the "lib" folder of the zip. Also don't forget the DLLs in the "extlibs" folder which are also required.

39
General / Help with lightmanager
« on: April 28, 2011, 01:43:41 am »
Coincidentally the issue is being discussed on the French forum and has just been resolved, although the wiki has not been modified yet. Have a look at this thread:

http://www.sfml-dev.org/forum-fr/viewtopic.php?t=1682&start=15

Apparently some inequalities have to be modified for the expected result. The last post also says that this page contains a corrected code:

http://gregouar.developpez.com/tutoriels/jeux/moteur-lumieres-dynamiques-2d/

Hope it helps :)

40
Window / That annoying little window
« on: April 28, 2011, 01:31:39 am »
My project is aimed at both scripters (who really need the console) and their end-users (who don't need/want to see the console). So at the moment I do have multiple build targets, but I'd be force to release two different versions of my program, one with the console and one without. If I could control that in the application itself, I could only give only one build and control that in the configuration file. It's not an absolute need, but it'd be neater if it's easy enough to control.

I'll have a look at Windows.h then. I hope it wouldn't break portability too much to do it this way though :?

41
Window / That annoying little window
« on: April 28, 2011, 01:10:10 am »
On that subject, does anyone know if it's possible to do the opposite, i.e. forcing the console to appear in GUI Application (through code)?

It would be really nice for me if it was possible to control that through code (even an ugly piece) so that I could avoid making 2 different versions of my program and control that with a bool :P

42
General discussions / Looking For Resources
« on: April 27, 2011, 12:38:21 am »
I started game programming with SFML. My previous programming experience was mainly in web programming so game programming was really new for me, as well as C++.

I wanted to develop a shmup (although I ended up making a general shmup engine, more about in my signature if you're interested to see how it went, sources included), and asked on a few forums what libraries I should use. Someone provided me a link to SFML and I decided to give it a try.

My experience with SFML was really great. I read through the tutorials and was quickly able to create a simple graphical application. The tutorials are short and simple, but it's really due to the fact that SFML is really that simple :)

I had a few problems compiling SFML2 from the svn repository, but it was probably my own fault. If you decide to try it, you shouldn't have any problems since now it's done with CMake :)

The only other resources I used were about collision detection and time management. I'm very far from using all the possibilities of SFML, but it never failed to provide the tools I needed, which were always easy to use.

Apart from that, the community is also active and very helpful. People will help you if you ask a question on the forums and Laurent (SFML developer) is always around. The last time I had a question about a SFML feature, he solved my problem in less than 3 minutes :P

The wiki also contains some very nice snippets for a few common things, you might also want to check it to get started.

I would definitely recommend SFML ;)

43
Network / Quick question, Sending Lists or Vectors through Packets
« on: April 26, 2011, 09:29:13 pm »
I don't know anything about networking, but the code Laurent seems to unpack and repack a std::list<xxx>. It's a template, it'll work for any kind of data you'll ask it to send. So if you have a std::list<Enemy>, you will be sending your Enemy classes, not just integers.

44
General / Memory Leaks?
« on: April 25, 2011, 08:08:27 pm »
If your project is sensitive to performance, I suggest you try switching to SFML2. Your will have (much?) better performance and if the problem you're mentioning is a bug, it's likely that been fixed in SFML2 :)

There are no big code changes anyway, so I suggest you give it a try.

45
System / Overhead of sf::Thread::Launch
« on: April 24, 2011, 03:47:51 pm »
Quote from: "Xander314"
Do you mean as I did in my original post? Laurent suggested the Launch function may be performance heavy so, while I am not very sure about multithreading yet (hence this forum post...), I am guessing it is worse to keep relaunching the thread. How big are you intending X to be?


It's hard to tell, but let's say between 1/60 second and a few seconds. I'm wondering if there would still be a significant overhead compared a sleeping thread. Laurent said it might be worse, but I'm wondering anyone knows if it's really significant in this kind of situation. If not, I guess I'll try it myself :P

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