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Messages - eXpl0it3r

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9211
SFML projects / AW: Re: Fractal - Mandelbrot Set
« on: November 15, 2012, 09:53:44 am »
You say this is pure mathematics?
Yes, unless you want to go all philosophical, then you could ask yourself where the math comes from and how it can be so complex and yet still beautiful... :D

9212
General / AW: Storing a list of resolutions as an array?
« on: November 15, 2012, 08:22:53 am »
You can leave it as is, since it will automatically choose 32 which is common value.

9213
General / Re: How do i put icons at my application?
« on: November 15, 2012, 12:48:49 am »
I have only the express version of visual studio, so i cant use resources.
Yes you can! You simply have to write the .rc file on your own, without the resource editor. ;)

Yes, i use renderwindow. But where in the code should i write so my program knows where to load the icon, and what can i write in the 3rd parameter of sf::Window::SetIcon?
Load the image into a sf::Image, then pass its size (width & height) as the first two parameters and for the third one: image.getPixelsPtr().

9214
General / Re: Storing a list of resolutions as an array?
« on: November 15, 2012, 12:29:20 am »
Thanks a ton though! sf::VideoMode would work, any specific reason you chose sf::VideoMode over sf::Vector2u?
Well sf::VideoMode is what you'll have to apply to your window, once you'd change the resolution, thus you'd could use it directly instead of copying the values of the sf::Vector2u first into a sf::VideoMode. On top of that you can also directly check if the resolution is actually a valid one for the current PC/monitor (if(vec[2].isValid())).

9215
General / Re: Storing a list of resolutions as an array?
« on: November 15, 2012, 12:07:25 am »
You can simply use a std::vector<sf::VideoMode>. If you don't know what a std::vector is then you left out one of the most important part in your literature about learning C++. ;)

9216
General / Re: How do i put icons at my application?
« on: November 14, 2012, 11:33:29 pm »
Well if you use a sf::RenderWindow, then you should look at the documentation for the rendern window, where you'd see sf::RenderWindow::setIcon.

Also keep in mind that this will only change the icon at runtime, but the application icon in for example the explorer won't change. You'd have to set this in your IDE. ;)

9217
SFML website / Re: Slow and aborted loading of forum pages
« on: November 14, 2012, 08:46:49 pm »
@Laurent: Are you considering to move/upgrade, because those "(net::ERR_TIMED_OUT)" are really start to get annoying... :(
Or at least try to communicate with the hoster to figure out what is going on and if it's really the load or just the forum software or similar.

9218
SFML projects / Re: My new game released!! HUNGRY SNAKE 1.0
« on: November 14, 2012, 07:38:50 pm »
Its like its super accelerated or something.
Its fast, but you shouldn't die as soon as it starts  :)
He probably meant fast, as in uncontrollable fast...
Is you movement depending on the framerate?
Keep in mind that although you can set VSync in SFML, there's no guarantee that it actually does work. One can always deactivate it in the driver settings. Thus you should always make your movement framerate independent.

@MrMuffins: Is VSync forced off in your settings?

9219
Graphics / Re: Incorrect sprite position on another machine
« on: November 14, 2012, 05:20:33 pm »
Are you using the latest source of SFML? There were quite a few fixes since the RC, specially one regarding sf::RenderTexture and Intel graphics card, maybe that fixes it also on the Nvidia card...

9220
Window / Re: Way to check for window focus?
« on: November 14, 2012, 03:57:56 pm »
By using the forum's search function? ::)

Check for the LostFocus and GainFocus event. (See tutorial & docu for more info.)

9221
SFML projects / Re: Help about project :)
« on: November 14, 2012, 11:45:49 am »
SFML is under zlib license (you can google that for more info), it basically means you can do whatever you want with it, except claiming that you wrote the whole thing. So feel free to use it, link it dynamically or statically as you like.

It's important to notice that SFML is a library, but not an engine. The library simply provides funtions to work with, where as an engine defines the actual game (processes all the data). So you'll have to write your own engine.

SFML has been successfully used for 2D and 3D games, so there are very small limits to SFML and since it's modular you don't need to use ever aspect if you don't want to.

Code::Blocks is a nice IDE which you can also use for commerical use. The compiler underneath (MinGW GCC) is also free software and can be used commercially.

9222
SFML projects / AW: Re: Fractal - Mandelbrot Set
« on: November 14, 2012, 10:49:15 am »
Nicely done, also compiles without problems on Debian GNU/Linux with G++ 4.7.
Nice to hear that portable code is indeed portable. (Although I've also used GCC 4.7.x.) ;)

Very nice. Made it once with Matlab and that was a whole lot slower (could take up to several hours to build the first image).
Yeah MATLab is nice and quite fast for matrix stuff, but it will never reach the speed you can get from native application. ;)

9223
SFML projects / Re: Fractal - Mandelbrot Set
« on: November 14, 2012, 01:21:33 am »
Hmmm... that's odd... :-\
Really strange that once it suddenly shows...

What also is strange that the font for the 'Please Wait!' doesn't work. Is this the Win32 I provided and do you have the DejaVuSans.ttf font next to the executable?
Is your graphics card driver uptodate and what graphics card do you have?
Other than that I can't really explain to myself what's going wrong there. I might be a precision problem of long double...

9224
SFML projects / Re: didii's simple classes
« on: November 13, 2012, 11:24:55 pm »
What black magic is this? I guess this won't work in old computers thought, right?
Depends on your definition of old. ;)
GPUs were always built for fast vertices processing, thus if you'd compare draw calls for x different sprites (= quads) and one draw call for x quads at once you'd probably still see a better performance for the latter. ;)

9225
General / Re: SFML 1.6 with visual studio 2012?
« on: November 13, 2012, 11:10:49 pm »
Would I have to compile the library with vs 12 first or should it just work after I link stuff?
You'd have to use SFML 2, just kidding... ;D
But seriously SFML 1.6 is now over 2 years old, hasn't been maintained at all, has quite a few nasty bugs and lacks so many shiny features; how'd you be able to use such an old version with a shiny new IDE like VS 2012? :D

If you still want/have to, then you'll have to recompile SFML 1.6 on your own. ;)

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