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Messages - eXpl0it3r

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Graphics / Re: TileMap Problem with 30,000,000 tiles
« on: May 20, 2019, 10:53:44 pm »
What do you need 30M tiles for exactly?

Despite that number, your processor will have no problem traversing that set if data.
However when it comes to drawing, you're losing massive amount of time by making a draw call per tile. Instead use a vertex buffer (or vertex array).

As for reducing the need for iterating over everything. By using a quad tree or similar structures, you should be able to further reduce whatever checks you're doing.

Abd finally, don't forget that a 4K screen has only about 8-9M pixels. ;)

General / Re: pollEvent slows down game loop
« on: May 20, 2019, 12:48:17 am »
Time to start a profiler and find out what driver is eating all the time. ;)

But make sure to first test the latest version.

General / Re: pollEvent slows down game loop
« on: May 19, 2019, 10:18:41 am »
If your mouse generates thousands of events for moving it, you may want to check the driver.

General / Re: SFML 2.5 CMake Migration
« on: May 17, 2019, 03:12:36 pm »
Ah right, if the architecture doesn't match, CMake won't find it.
Glad you could figure it out!

Next time, it might be better to have it in its own topic, since it's kind of unrelated to the migration instructions here. ;)

General discussions / Re: Goodbye
« on: May 13, 2019, 02:28:40 pm »
Thanks a lot for all the work you've put into SFML! :)
Your support for the macOS platform will be missed a lot. :(

If you Google the error code, you'll gets lots of results, that this happens when DLLs are missing. If you run it directly from the explorer, you'll get the dialog telling you which DLL is missing.

General / Re: Failed to set DirectInput device axis mode: 1
« on: May 11, 2019, 08:41:10 am »
If you open device manager what peripherals have you installed? Something must be registering itself as gamepad, but not actually support gamepad functionality.

There's no such event.

Graphics / Re: Maximum capability of VertexArray rendering
« on: May 07, 2019, 08:13:31 pm »
Not mentioned here so far, but often times, especially for effects like fire, you don't actually want/need to update all the data from and by the CPU, but instead you can just write a shader. That way you move the fire "calculation" from the CPU to the GPU and you only have to transfer a few vertices or ideally just one position.

Additionally, don't forget that games are usually just one deception after the other. So just because you see other games having implemented X, doesn't actually mean that they did, it's more likely that they just made it look like they did, while applying various tricks to make it look so. ;)

Window / Re: When you move the window, the program stops.
« on: May 05, 2019, 06:37:45 pm »
You can handle the events in a separate thread, that way the event queue won't block the rendering.

Personally, I wouldn't really bother with "fixing" this and instead just make sure that once the rendering and logic update resumes, that you discard the long "frametime".

You need to explicitly handle the OpenGL context for each thread, see https://www.sfml-dev.org/tutorials/2.5/window-opengl.php#managing-opengl-contexts

Also don't forget to poll the events in the right thread: https://www.sfml-dev.org/tutorials/2.5/window-window.php#things-to-know-about-windows

And finally, chances are high, that you shouldn't be using threads anyways. OpenGL isn't multi-threaded and you can run multiple windows in one thread as well. Using multiple threads means that there's some overhead, but more importantly, you're adding a lot of complexity and it can introduce a whole new set of potential bugs.

General / Re: SFML on iMac
« on: May 03, 2019, 05:36:29 pm »
Did you follow the official tutorial step by step?

General / Re: Run any computer.
« on: May 02, 2019, 08:23:08 pm »
What does that mean exactly?

Does your compiler architecture settings and the retrieved DLL architecture match?
Did you actually check or are you just vaguely remembering from memory? ;)

General / Re: Run any computer.
« on: May 02, 2019, 01:19:55 pm »
It's best to install the correct VS runtime libraries on the target system.
If you do want to copy the DLLs next to your binary, you have to make sure you pick the correct architecture.

The 0xc000007b indicates that you probably copied an x64 lib while your application is compiled for x86 or the other way around.

General / Re: Compiling SFML Sample in MSYS2/MinGW64 Environment
« on: April 29, 2019, 10:00:53 pm »
We don't support MSYS2 or Cygwin "subsystems" with our CMake build system, since they pretend to be Linux systems, while still requiring some special treatment, w.r.t. linking MinGW and not some common Linux libraries.

I think you can still reap the benefits of MSYS2 in some way, by not using the shell directly, but I'd have to check how. I've done so in the past to get auto tools on Windows, but maybe that was just MSYS and not MSYS2?

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