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Messages - eXpl0it3r

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9286
SFML projects / Re: [Utility] Stroke
« on: November 07, 2012, 01:52:37 am »
You're quite bold to bring up a two year old thread for you first post. ;D
Luckily around community doesn't have anything against that... ;)

Anyways the original author stated that he doesn't have the example anymore but he's working on a new version + example.

See here:
Quote from: Spidyy
Someone really wanted to use the Stroke class, so I'm working on it to port it to SFML 2.0 and give it a few enhancements.

Also I've made a dirty port of the library to SFML 2 here.

9287
General / Re: VS 11, and variadic templates with std::thread
« on: November 06, 2012, 03:56:55 pm »
What would you recommend instead of VS?

I've seen good and bad reports for netbeans, and I have also heard good things from eclipse *and use eclipse for java* but have no experience with it for C++

I've also heard mixed reports for code blocks.
As a matter of fact Microsoft announced a CTP (customer technology previews) which should support more C++11 features a few days ago. But for a really official support it will still take longer... - Uhm Laurent was faster. :D

What to choose is a controversial topic and nearly all the arguments are just about personal preferences.
At the moment I'm using Code::Blocks to develop, but obviously not the very old official release from 2010 (iirc), but the nightly builds that come out every week or so. One just needs to download the new build and replace it with the old one, the settings etc. will all be preserved.

Personally I don't like Eclipse that much, since it's running with Java and uses quite a bit more resources than it needs to, but since I haven't really used it, I can't judge more about it. Neither can I comment on Netbeans.
If you feel like it then gVim + terminal is always a nice way, although for a new beginner not the most comfortable one.

More important than the IDE discussion is the compiler (version). I'd really like to see a working Clang compiler on Windows that comes with mostly all the essential libraries (so one could use SFML with it), but this will probably take a few more years...
So you're stuck with GCC/MinGW. The official/original MinGW32 project is a bit behind with the compiler version (4.6ish) and thus you might want to take a look at the TDM MinGW32 port. If you feel like getting a bit into a more experimental world, then you should most definitely check out the MinGW-w64 port, which reorganizes the MinGW32 project and additionally provides a 64bit compiler. But as I said the 264 project isn't the most stable and you can run into some problems which can't really get resolved atm.

What I've left out is the Cygwin vs 'native' discussion. Cygwin is a very nice to get the Linux world to Windows, but the problem is, that it's not exactly a 'native' Windows build, but you'll have to provide a Cygwin 'runtime' library. Next to this, their compiler (gcc) isn't really uptodate either. So I'd rather suggest to use MSYS. I only use Cygwin for Git interaction and other nice Linux features.

9288
General / AW: VS 11, and variadic templates with std::thread
« on: November 06, 2012, 10:45:10 am »
Easiest solution: stop using VS. ;)
I've pretty much abandoned VS since they feel like C++11 is nothing urgent...

Otherwise you can create a struct/class that hold all your wanted data and pass everything as one argument.

Btw for generic C++/programming question I can suggest to you StackOverflow. There you'll get answers quickly and often from people with quite a bit experience.

9289
General / Re: How do i make an installer for my sfml 2.0 game?
« on: November 06, 2012, 01:19:01 am »
I just finished my game and i want to show it to my friend.
How do i make and installer for it?
I personally like a simple (7)zip archive for smaller games, which don't need an installation. ;)

i used "Advanced Installer" and i just had to include some redistributable files and some allegro dll. files.
But what should i include with sfml?
The same way but instead of including the Allegro dlls you include the SFML dlls. ;)

9290
SFML wiki / Re: Tutorial CMake
« on: November 05, 2012, 01:40:51 am »
Seems like your link is outdated (page moved or renamed without a redirect?)
See here and here. ;)

9291
General / Re: GUI rendering frequency
« on: November 05, 2012, 01:17:42 am »
First up, SFML wasn't developed as a rendering system for GUIs, thus if your aim is a GUI-only application, then you maybe should consider other possibilities.

  • Render every GUI element each frame.
  • Render only when an element requests un update, on a screen-sized texture that is rendered on the screen every frame.
There isn't that much difference, because for both operations you'll draw all the pixel of the whole window, thus what would count is rather the logic on calculating the positions and perspectives etc., which if done right shouldn't take up that much time.
Knowing the developers of SFGUI, I can only tell you that the bigger performance breaker is the rendering part with SFML. ;)

TBH I don't really see any reason for the project. Everything that has to do with web frontend development are very often just 'hacks', because you're very limited on what you can and can't do. If you have C++ and SFML (/OpenGL) on the other hand you get (nearly) maximum freedom and thus trying to copying the hacks & workarounds for a limited system into a freedom system seems kind of strange. :D

9292
General discussions / Re: sf::Shader tutorial / example?
« on: November 05, 2012, 01:09:48 am »
Laurent and  kaB00M - the documentation isn't quite right. It tells me to do window.draw(sprite, shader) but window.draw() doesn't take a shader param, or sf::RenderStates states; states.shader = shader; which I cant do because the shader param is const.
Yes and no. ;)
The draw() function doesn't take directly a sf::Shader, but it takes a sf::RenderState as argument and that class has a constructor which takes a sf::Shader and thus when you call draw(obj, shader) it implicitly creates a sf::RenderState object with the constructor that takes in the shader. :)

9293
Graphics / Re: Questions about blending
« on: November 05, 2012, 01:06:46 am »
Could you describe a bit more detailed what you actually want to achieve, because the current description is a bit cryptic to me and when you talk about blending, you have to specify what kind of blending.
If you want the the map to be semi-transparent, then you could simply set a color of the sprite with a alpha channel smaller than 255, while keeping the rest to full white (i.e. sf::Color(255, 255, 255, 127)).
If you want to 'replace' the part underneath the sprite/circle you should use sf::BlendNone...

9294
General / AW: Re: Turn basesd games and sf::Keyboard
« on: November 03, 2012, 12:34:28 pm »
in that case just use sf::keyboard::iskeyReleased
thats a basic thing to know
you always take the input from keyboard after releasing the key
this should solve your problem
Ehrm have you ever worked wirh SFML? ;)
Such a function does not exist in sf::Keyboard. But one can use events with relased.

About turn based, I wasn't referring to the game itself, bit your statement made it seem like the mechnism should be called turn based. ;)

9295
General / AW: Turn basesd games and sf::Keyboard
« on: November 03, 2012, 07:26:17 am »
Just use your own boolean, set it to false, check with sf::Keyboard if it's pressed and your boolean is false, if so set the boolean to true and move the object.
Btw the term turn-based usually does have a different meaning.

9296
General / Re: AW: How do I diagnose why SFML runs slowly?
« on: November 02, 2012, 10:57:11 pm »
Graphics driver? What other should I try? The open source drivers are pretty crappy in games as far as I know. The AMD graphics driver I have installed is through Ubuntu's package manager.
It doesn't matter where you get the driver from, if it doesn't support your chipset well... Also don't make assumption without testing them, specially if the alternative doesn't work.
Being on a Linux system requires some experimentation, so don't hesitate whenever you need to test things. ;)

Dunno, how do I know that?
You could've just looked on their website...

9297
General / AW: How do I diagnose why SFML runs slowly?
« on: November 02, 2012, 09:40:24 pm »
Try a different driver...
Is the installed game also OpenGL based?

9298
General / Re: Accepting User Input, and Gui/library recommendations?
« on: November 01, 2012, 10:59:00 pm »
Is there any written tutorial about creating own widgets(or about anything except hello world really..)?
but some tutorials would be nice. :P
SFGUI comes with quite a few examples, that possibly show every single widget in use. Should be quite easy to extract the information from those with the help of the doxygen documentation.

9299
Ah, thank you! I just got the latest nightly and tested with that, and I still see the same problem.
And what font did you use?
It works perfectly fine on my end...

9300
General / Re: Accepting User Input, and Gui/library recommendations?
« on: November 01, 2012, 03:57:14 pm »
I can try to create my own mini window and take a crash course on the win32 library functions to try to figure out how to implement and read from a basic text box. Or I can try to find some sort of Library such as Qt or WxWidgets, and use some of their build in functions for it.
Like I said if possible I would like to have the box within the window itself, and not another separate popup window.
Using an GUI library like MFC, Qt or WxWidget won't give you the possibility to have GUI elements on top of the OpenGL/SFML rendering (afaik), thus you can't really use those.
The 'easiest' thing would be to use the OS specific 'message boxes' (or Qt's equivalent), but this would then be a 'pop-up' window, which you don't want.
So this leaves you with the SFML/OpenGL GUIs, like SFGUI (gets my recommendation), TGUI or basically anything that can implement an OpenGL renderer (e.g. GWEN or CEGUI).
Good luck! :)

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