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Messages - eXpl0it3r

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System / Re: Thread for class function w/ parameter
« on: January 23, 2020, 09:35:17 am »
You really shouldn't use thread here. OpenGL is not multi-thread capable, doing multi-threading is quite complex with lots of places for failures, just have a simple update & draw/render function is a lot easier to write and understand.

General / Re: Installing SFML for VS Code
« on: January 21, 2020, 05:41:22 pm »
SFML is no different to any other C++ library you could use with VS Code. You should be able to find some instructions on how to handle libraries with VS Code.

General / Re: Linking error with codeblocks (windows)
« on: January 21, 2020, 05:38:49 pm »
Given that the object file is located in the Debug directory, I assume it was built in debug mode (-g), as such you also need to link the debug SFML libraries, with the suffix -d

Graphics / Re: Crash after using sf::Text
« on: January 21, 2020, 05:08:58 pm »
You should really be using a proper main-loop where you process events and continuously draw and display on your window, instead of drawing once and disposing everything right away.
Also, there's no font loaded for the text.

Can you provide a full call stack of the crash?

General / Re: Trying to build with DEV-C++, getting linked errors
« on: January 20, 2020, 09:41:13 am »
Dev-C++ is a very old IDE, I remember having my first C++ steps with it in the 2000s...
It's been unofficially updated until 2015, I've been using Visual Studio also in the early 2000s, that doesn't mean there haven't been updates. ;)

Graphics / Re: Making new shape with particle fill.
« on: January 18, 2020, 09:57:32 am »
It can require some trickery and depending on what you're doing with the terrain, will need a decent level of math & physics knowledge, but you're certainly not the first to try something like this. Try and google for "destructive 2D terrain" or if you've been inspired by some game, you may also find articles explaining how they did it or how you can replicate a similar effect.

You'd have to take this up with the maintainer of the MSYS2 SFML package (assuming you didn't build it from source), as they'd have to make sure that the generated config files finds their vorbis version, etc.

Officially we don't support the MSYS2 environment. Personally, I've only ever used it with my non-MSYS2 MinGW compiler and non MSYS2 libraries, to use the full automake & configure build setup.

Audio / Re: Error loading audio file
« on: January 17, 2020, 11:39:16 am »
Is this a typo or do you actually have that 'z' in your source code?

#include <SFML/Graphics.hpp>z

Audio / Re: Error loading audio file
« on: January 17, 2020, 10:37:50 am »
Can you provide your code as a minimal example that still causes the issue?

SFML projects / Re: Key To Heaven - 2D MMORPG
« on: January 16, 2020, 09:37:07 am »
You're really in for the long haul and it seems to start paying off.
Looks great what you've achieved so far! :)

Audio / Re: about getting an "internal audio stream"
« on: January 14, 2020, 02:20:36 pm »
You can write your own audio streams based on sf::SoundStream.


Audio / Re: Error loading audio file
« on: January 12, 2020, 12:22:18 pm »
SFML will print out more error information to the console if fails to load a file.

Most common error is: wrong relative path (e.g. not in working directory).

General / Re: SFML Project DLL entrypoint failure
« on: January 12, 2020, 09:06:19 am »
You use CMake to generate a makefile or C::B project and build SFML with it (see the CMake SFML tutorial).

Otherwise check your compiler flags.

Audio / Re: Error loading audio file
« on: January 12, 2020, 09:04:52 am »
What errors are you getting?

Audio / Re: About streaming... How is Stereo managed?
« on: January 12, 2020, 09:04:19 am »
Yes, they are interleaved, but I'd have to check the source to see which channel comes first.

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