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Messages - eXpl0it3r

Pages: 1 ... 611 612 [613] 614
General / New to SFML, game design questions
« on: August 25, 2011, 03:42:52 am »
Having the logic and the graphic seperated opens new possiblities and easier changes to one side.
It's an easier way to have everything in one object, also because it's very hard to keep both strictly seperated...
I tried once, it work at the beginning but suddendly I noticed that I needed some information in the logic of the graphics and the other way around, and I started hacking around my interfaces... :(

The other question can be discussed here or here. ^^


General / Game states
« on: August 25, 2011, 03:36:07 am »
It's always a question of size.
When your game is really small, maybe you'll be able to put everything in one Draw and Update function and still have a nice overview between all those if-statements.
Okay I don't know how you handle diffrent states, but what you probably basicly do is use one method but react diffrent to the active 'state'. So why not exclude it?
Use for each state a own method, yes maybe you will this way have to init somethings more than with the other design, but making a abstract state-class of which other abstract classes can be deriven will help you minimize those repetion.
I recommend it for 'real' projects.  :wink:

I made myself some thoughts about preserving states, but didn't end up with some code just ideas, but maybe not the most efficient ones. :D

My idea was that there could be four data structurs:
- array/std::vector - containing loaded states
- queue - containing states to activate in the next update loop of the statemanager
- queue - containing states to deativate in the next update loop of the statemanager
- stack - containing the running states

So you should be able to deativate/activate any loaded state out of any state. (If you programm the statemanager right ^^)

Don't know if it will work or if it is any good. It would be my first own statemanagement system so I'm also new to this...  :?

But there is already implemented stuff like the GQE -> http://code.google.com/p/gqe/
Browse through the code to see how he's done it!


I've seen that there's another similar discussion running here.

General / Smoothest methods for movement?
« on: August 24, 2011, 02:09:07 am »
What CodeCriminal mentioned is what you probably will find in most platform games.
Your approach with the while-loop is nonsense since lowering your Y position step by step without drawing the changes or doing anything else equals to setting it directly to 0 and would gain again some time to do diffrent things.
So your while loop actually 'equals':
Code: [Select]
if(y >= 500)
   y = 499;
   grav = 0;
   canJump = true;

Moving in virtual space should still have some touch of moving in the real world, so you do go to add some of Newton's first law of motion.
But just use the idea of the law and don't go way into physics and maths, yes even make it unnatural. The players will like it more!  :wink:


Graphics / How to do animation
« on: August 24, 2011, 01:52:51 am »
Just to be said, the sleep method isn't such a nice thing...

For animation you need two things:
- diffrent images
- the right timing

Dependend on what you're trying to do there are two solutions that pop into my mind:

Use sf::Clock (as mentioned)
Instead of letting your application sleep check with a sf::Clock how much time has passed and change the image, play around with (or calculate) the timing.

Make your animation depended of the framerate
Your application runs with a framerate, which without fix limit only depends on your graphiccard and CPU power. Normaly 24-120fps will be enough so the extra 5000 that your PC maybe could produce are just waste, so it makes sense to set a limit.
With sf::Clock again you can findout the time between frames and use that to calculate for how many frames you show a image.

SFML projects / Fruit Chase
« on: August 24, 2011, 01:36:34 am »
Ah /file/ it is not /code/... ;-)
Thanks Nexus!

SFML projects / Fruit Chase
« on: August 23, 2011, 01:45:33 am »
Unfortunately the link is dead, maybe because of the changes to the SFMLUploads-site... :(

Can you fix the link?

SFML website / SFML 1.7 snapshot??
« on: February 22, 2011, 04:39:29 pm »
Aha! :D
Should habe thought of that! :roll:
So 1.7 just holds all the little chances (bug fixxes) since 1.6?
Will there actually be a 1.7 release since 2.0 is more likly to be the way to in the future?


SFML website / SFML 1.7 snapshot??
« on: February 22, 2011, 03:46:03 pm »
I was browsing through the website and noticed on the download page:
"SFML 1.7 snapshot"

But the SFML release thread doesn't list that version.
And SVN repository doesn't have any clue to version 1.7...

So it seems like a mistake, or is the rest of the website just not uptodate?  :D


SFML projects / Having dll files available for download
« on: January 28, 2011, 01:37:28 pm »
Quote from: "Laurent"
There are only a few rules, and they all apply to source code. You're free to do whatever you want with compiled binaries.

Why is there no "like"-button?  :D

SFML website / Can't download SFML2
« on: January 28, 2011, 10:29:35 am »
Quote from: "NorthernGate"
Sourceforge SVN is down atm. Really do need SFML2 though.

I didn't experience that...
On my side the download just starts fine,  :shock:

Quote from: "WitchD0ctor"
You should fix your link!

Most defenetly...

Don't feel offended, but for a wiki entry a proper English would be good. Had trouble understanding what you want to tell us.  :wink:
(Yeah and I know my English isn't perfect as well)

(Arrg this still sounds so rude, but I don't want to be rude, just wanted to point out that the description text is hard to read...) :D

Also what exactly can your libs do?
Sys Res Video Gui NetServer NetClient doesn't say much...

I hope we're gonna see the libs soon! :-)


SFML website / Can't download SFML2
« on: January 28, 2011, 02:38:31 am »
Must be a problem on your end...
What browser do you use?
Is JavaScript activated?
Does just the download not start or what's the problem?


SFML website / ['request'] Overall navigationbar
« on: January 28, 2011, 12:57:32 am »
Quote from: "Laurent"
The wiki is fine.
The task tracker needs to be updated, and used a lot more (currently it's not really relevant nor useful).
The forum needs to be migrated to something more recent.
The website needs a slight update (both visual and functional).

And an overall menu...  :D

SFML projects / Open2D (Game editor/creator)
« on: January 23, 2011, 07:34:06 pm »
Sounds nice! =)

I hope to see some source code!
You say it runs on linux, but is it linux only, or should it be running in windows (or mac) too?
Would be very nice if the official site was in English. ;)


General / Crash on closing window [SFML2]
« on: January 21, 2011, 01:20:48 am »
Quote from: "Laurent"
More about this after I try what we're talking about on the french forum ;)

Okay ;-)
I should understand French, but I don't like it. xD

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