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Messages - Grimshaw

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61
I don't think SFML can do transparent contexts.. So I don't think that updater is being made with SFML rendering code.. Not sure though, but you can indeed do that for cases with no transparency inside the window rectangle only.

62
My opinion and philosophy is still to create specifications for the basic features a game/multimedia app needs. Rather than implement things in a given way on the high level, which might be hard to agree on, just create the file format specifications and some basic loading and other lower level features.

This could allow for a set of useful extensions that are unified by common elements, and therefore compatible between each other for some extent.

For example, SFML could have a 3D model specification and the community could build converters from any format in collaboration. SFML would be clean and it would certainly attract more users to the new functionality and 3rd party extensions/tools.

63
General discussions / Re: Rethinking the definition of "Simple"
« on: April 19, 2014, 08:55:10 pm »
I'd just like to comment on binary's well written post; I agree with his point of view, SFML should slowly grow into something that can actually make multimedia apps, because the way I see it, the graphics module is that fantastic and clean API that lets you do a few things, once you want something beyond those basic things, you end up rewriting it from the start because while the module is well written, it is unnecessarily obfuscated with inner details.

The prime examples I remember are the limited shader, texture and render texture support. You want to do a deferred renderer? Cool, write your own render to texture system because SFML's is too closed to work with. You did? Now write a new texture support or mod SFML because you can't access the texture ID. Want to use fancy shaders? Here you have an awesome(imo) API for it, but sorry, you can't use the program ID or have more control over the texture binding process or what shaders to use etc.

SFML really needs to grow to meet the requirements of modern game development(specifically how OpenGL has been evolving), while keeping a simple API just the same, but that doesn't take our freedom to extend it if needed. I know Laurent meant well when he designed the latest graphics module, but it simply isn't the responsibility of the low level RenderWindow to manage batching and that kind of thing, there should be external classes specifically for it, optional classes. Another place that needs touching is the view part. View is a fantastic tool, but its relation to the RenderWindow class is bad in my opinion. RenderWindow should be agnostic to whatever camera is active, 2D or 3D, custom or not.

64
General discussions / Re: Rethinking the definition of "Simple"
« on: April 19, 2014, 08:40:52 pm »
I am not sure what eXpl0it3r is aiming for, but I would suggest that another module should be created in SFML.

Instead of destroying the current modules completely, I believe we should keep them in the same path (fixing little things, improving here and there.). However, as everyone can see, SFML doesn't give you a lot for making games, we rarely see someone come to SFML Projects with an actually polished project because it takes lots of work on top of SFML to make one.

A new module could solve this by starting to introduce additional things, usable at the beginner level. On the top of my mind, I can think of therocode, binary1234, lolz123, Nexus and other people's awesome code to put together a nice set of additional features. The main motto for my approach is that beginners have been starting out with SFML for years and always posting the same vanilla projects with a simple View and a movable character etc. Why can't those beginners still post vanilla games, but with quality taken up a notch?

The additional modules didn't need to be a part of the core SFML library, but also collaborative extensions supported officially. I can think of many features that could be really useful, could be exposed through a simple API and make all the sense for all kinds of multimedia programs. But let's not forget SFML is probably used for games 99% of the times..

Here are some features that could be added:

- A entity system (component based)
- A premade renderer for that entity system
- A nice state manager approach
- Promote one of the great UI extensions as official or build upon one of them a new Ui system
- Model loading and a basic scene format
- Particle system behaviors

I can relate these to libraries like Ogre for example. A scene format for example, it could be forcing the users down a specific road to some extent, but it would also give a lot of new possibilities. If there was a SFML spec for a format along with a parser, it would be enough that someone builds a graphical editor (and it would happen for sure) and everyone could benefit of it. It would be a nice way for beginners to have more complex and interesting scenes from the start.

I defend this kind of extension approach a thousand times more than the little adaptations to the graphical API, like the shader and blend modes change upcoming next. This is because most people will still write custom opengl instead of using the SFML graphics library once they get serious about their projects. Everyone would benefit from simply having more raw power from SFML.

It's just my opinion :)

65
General / Re: [HELP] laser movement
« on: April 18, 2014, 11:35:19 am »
ChronicRat is right, normalize(V2 - V1) will give you the direction vector from V1 to V2.

If you want that in an angle, here's how you do it (radian): atan2(direction.y, direction.x), you can then convert to degrees if needed. :p

66
SFML projects / Re: d3d (Deferred 3D) - A 3D Engine Using SFML
« on: April 17, 2014, 11:13:06 am »
Oh oh oh! I am predicting I will lose many hours studying your code when I am about to implement these things hehe :)

67
General / Re: My timestep code isn't working, completely baffled
« on: April 16, 2014, 02:11:10 pm »
4B, please don't pollute the thread anymore. The OP asked a valid question, you then proceed to claim you are helping him improve when you don't seem to know what you're talking about both by inexperience and lack of reading the documentation, then you claim we are the toxic ones..

I don't want to be rude, but please stop that ;) ;) ;) ;)

68
SFML projects / Re: The 8-Bit Encounter
« on: April 15, 2014, 10:59:50 am »
I am trying your game, please avoid installers for simple stuff... I don't think its the best way to share your projects :p

Still, pretty amazing stuff! I loved how everything is polished and comes well together, this could be a nice game if you keep going :D

69
SFML projects / Re: d3d (Deferred 3D) - A 3D Engine Using SFML
« on: April 14, 2014, 03:33:22 pm »
Damn, this is looking better and better! I definitely have to learn a couple of things from you!!

70
If your designs are really good and work very well why are you consistently refactoring your classes? :p

71
SFML projects / Re: Volumetric Lighting Experimental Application
« on: April 12, 2014, 02:17:13 am »
This is some nice work, thanks for sharing! However, I believe the effect in itself is unrealistic and really too exaggerated. Nevertheless, interesting visual results :)

There are really nice screen space VL techniques in nvidia gpu gems, you should find it easily if you wish to perhaps research on other approaches? =)

72
SFML projects / Re: d3d (Deferred 3D) - A 3D Engine Using SFML
« on: April 11, 2014, 06:48:14 pm »
You really are talented with graphics :) I'd love to discuss some things about rendering with you later ^^

73
SFML projects / Re: 'Tiled' Tile-map Loader
« on: April 10, 2014, 01:09:06 pm »
Or you can render tiles top to bottom, so when the tree is rendering, it will already occlude the player behind it. When the player is below the tree, it would appear on top of the tree, because the tree would be drawn before.. I think this _might_ be a solution to that problem :p

74
SFML projects / Re: 3DEE
« on: April 08, 2014, 12:51:19 am »
Hey binary! Good job on this library! Looking awesome :)

I wonder if there are computers around with no shader support.. I keep seeing people trying out for shader support, but I guess its 99.9% of the times a yes :) Any further information on this topic? =)

75
If a part of the screen is not being rendered to (is black), you probably need to call glViewport() to the whole window, to make sure its used. Also make sure the scissor test is disabled. That should help.

What do you need multi pass rendering for?

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