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Messages - tntexplosivesltd

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91
SFML website / ['request'] Overall navigationbar
« on: January 18, 2011, 03:08:57 am »
What do you mean? There is a navigation bar on the website. It is the green sidebar. Or do you mean on the wiki and forum?

92
Network / client and server in the same application
« on: January 18, 2011, 03:04:06 am »
I'm pretty sure you can send and recieve on the same TCP socket. If there are sockets waiting with the selector, either they are waiting to be accepted (in which case you add them to a client array), or they are waiting to communicate something. You can send something to any of the client arrays at any time, as long as you aren't receiving.

93
Audio / Audio, network and threading.
« on: January 18, 2011, 12:21:10 am »
It's tuesday now (in New Zealand) :P

94
Window / OpenGL calls in a different thread
« on: January 17, 2011, 10:51:10 pm »
What about for network playing? I don't want one user who's got a slower computer but a fast internet connection to be sending less player position packets because the rendering is holding up the input.

95
Network / TCP Server, Wait() + Send
« on: January 17, 2011, 10:50:18 pm »
If it halts the whole loop, try looking at threading. Although, it might be a bit unnecessary. Not sure if you can implement the situation you outlined above, sorry. It might be able to be done, I have no idea.

96
Network / client and server in the same application
« on: January 17, 2011, 10:57:41 am »
Groovy. All the best!

97
Window / OpenGL calls in a different thread
« on: January 17, 2011, 10:52:22 am »
So having the input and OpenGL rendering in the same thread isn't a bad thing? I was only having them in different threds because I thought that if I had input on the same thread as rendering, the input could be undesriably held up. Or is that not such a bad thing?

98
Network / client and server in the same application
« on: January 17, 2011, 10:28:30 am »
Sorry, no. Never heard of this "dirty bit" idea. A definition for it, however, can be found here.

If latency isn't a problem, then a selector isn't such a bad idea. If it is, consider using UDP. You only need a selector for TCP connections. A comparison can be found here to help you make your decision. If you really need effof correction, you need TCP (or you could write a more error-free wrapper for UDP sockets).

99
Audio / Audio, network and threading.
« on: January 17, 2011, 09:56:12 am »
Please post some simple code so we can recreate the problem.

100
Window / OpenGL calls in a different thread
« on: January 17, 2011, 09:40:37 am »
Hi.
I was planning a game loop and decided to have an SFML windowing/input loop in one thread, and an OpenGL 3D rendering loop in another.
Since then, I have come across some potential flaws in my idea:

• If I use SetActive() in one thread, and have the OpenGL calls in another, will it apply the OpenGL stuff to the "active" window.
• Which loop/thread do I have to use the Display() method in? What if the Display() method is called halfway through the OpenGL loop doing it's thing?

Would appreciate any comments/suggestions on seperating rendering and input in seperate threads(is it a good idea?)

Thanks in advance
tntexplosivesltd

101
Graphics / lines appearing on sprite edges
« on: January 17, 2011, 09:29:02 am »
No idea about the sprite stuff (could be slightly different aplha?), but as for the frame limit locked by SetFrameLimit, I think SFML introduces a Sleep() into the main loop (I could be wrong).
Hope this helps!

102
Window / Screen has no synchronization.
« on: January 17, 2011, 09:18:46 am »
Either introdice a pause of ~16ms each loop (gets ~62-63FPS on a good computer), or the best way, even if you don't want to, is to use VerticalSync WITHOUT setting a framerate limit. This is provided as a method of synchronising the frame rate and monitor's refresh rate. This WILL reduce tearing, and looks like your best option. Sorry if that's not what you wanted to hear :?

103
Network / TCP Server, Wait() + Send
« on: January 17, 2011, 09:06:04 am »
All wait does is wait for at least one socket to be ready. Can be found on the documentation here.

This sort of problem (handling multiple TCP connections) has been discussed before in this thread
For your 2-player situation, you probably don't need a selector.

104
Network / client and server in the same application
« on: January 17, 2011, 09:05:34 am »
A selector would definitely make this easy. TCP socket functions Accept() and Recieve() ARE blocking, and a selector gets around this problem. Definitely the way to go for multiple connections.

Also for where to have the network stuff, probably best to have it after the input, yes, and before the graphics stuff. Even better, it you can, is to have it in a seperate thread :D

105
Network / Received Packets are blank
« on: January 17, 2011, 08:58:49 am »
Can anyone help?

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