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Messages - eXpl0it3r

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9316
General discussions / Re: A book on SFML -- looking for author(s)!
« on: October 29, 2012, 09:31:31 pm »
also there's a slight problem I see with the concept of this book... SFML wasn't necessarily made for the development of games.
From what did you deduce this? ???
Surely SFML offers more than a library just for games, but it's main purpose was I believe directed towards game development. ;)

Also that it should involve game dev wasn't a decision we made, but it was what the publisher wanted us to do and I think it's the best way to clearly give an example that uses (nearly) everything SFML has to offer. :)

9317
General / Re: How to free sf::Texture during runtime
« on: October 29, 2012, 04:01:42 pm »
Sorry we have no idea what you're referring to. You either need to describe very detailed what you're doing, or waay better post a minimal example...

If you have different states (like menu, game, credits, etc) then it's best to use some kind of a state manager. There each state could be represented as class, then you can load stuff in the constructor and if the class gets removed the resource will be freed. As an example you could take a look at my SmallGameEngine. ;)

9318
General / Re: SFML 2.0 with VS 2012
« on: October 29, 2012, 03:19:49 pm »
Don't like the runtime libs statically. The extlibs are faulty atm. Or if you want to do, you probably will have to recompile them on your own. See here.

9319
General discussions / Re: A book on SFML -- looking for author(s)!
« on: October 29, 2012, 12:23:48 pm »
I'm interested in what kind of game would be nice to develop in the book? Pong is easy to make and easy to make networked. But that's just plain boring! Cool would be a 2D RPG I guess but that can quite easily grow quite big and not even work as networked.
I'd say a 2D RPG is too complex to develop in 4 month and write a detailed book about it, then again RPG is topic that can possible mean anything.
I would rather keep a look out to some arcade-like game, since they are enjoyable for the widest audience and fairly simple and straight forward to understand and implement. It may be boring yes, but better simple, doable and have a finished and polished game instead of a complex, harder to understand and maybe only a semi-finished game. ;)

Quote
I would love for us to be able to do a community book. The problem that arises here is that we typically need a ‘lead writer’ to collate problems, queries and questions that the group may have. It’s a lot of work on our end as well in terms of paperwork. Say you had 10 people in the community willing to write a book, we’d need to draft a contract between 10 people, with the appropriate advance rates and royalties agreed. It’s a lot more complicated than contracting a single author, but in my view the prospect of developing a community title is highly appealing.

We’ve published multiple-author books before, and it is a lot of work from an editorial viewpoint – but if we can then say that this book was written by the SFML community for the SFML community, I think that hard work would pay off. How many people are you thinking of? If we could get 7 people to write a single 25-35 page chapter each, that seems reasonable to me – but then the scope of the book (and what we’d actually do) comes into question.
I like the idea of a community book, but as has been said before, it's very hard to manage and to get a enclosed book...

Anyway he wanted me to ask what you guys would feel about me writing, do I have your support, who wants to participate in this and with what do they want to participate? Is there anyone else than me that feel they got time to write parts to the book? Or do people only feel they want to come with ideas and help out a little?
I'd fully support you and whoever would want to join you.
I'm quite familiar with the graphics module (except shaders) and could help you out there, if needed and I also got some understanding of basics in game development (state handling, resource managment, ...).

Maybe you could contact DevilWithin (or he joins here again too), since he was quite open to writing on it. ;)

9320
General discussions / Re: Unofficial Nightly Builds
« on: October 29, 2012, 01:44:44 am »
What about builds for the other OSs?
Well I'm mainly on Windows, but I've got also a Debian installed, so I could potentially build SFML also for Linux, the only problem is that one can't always switch the GCC version so easily, thus I'd probably only provide the GCC versions that Debian Squeeze and Sid provide. Would that be useful?
As for Mac OS X, I can't really do anything there, since I don't own a Mac... ;)

9321
General / Re: SFML 2.0 with VS 2012
« on: October 29, 2012, 12:40:16 am »
How can I use sfml with vs 2012
Maybe by first using the search function and then following the official tutorial, i.e. the same way as with VS 2010, 2008, ... ::)

9322
General / Re: Needing help with object manager.
« on: October 28, 2012, 11:04:47 pm »
You know that's quite a bit of code, not sure if many will take their time to go through it step by step to understand it... ;)

Also you should be more clear on the error you get, "Some annoying exception error" just doesn't cut it.
Describe the error in detail, look at the call stack and debug it.

std::unique_ptr can only be used if the object is really unique, if it should be possible to have multiple copies of an object, then you might want to take a look at std::shared_ptr, but be warned, if you use the shared_ptr wrong it can have a noticeable impact on the performance... ;)

As for the usage of std::unique_ptr, simple use it instead of a raw pointer but whenever it changes the ownership you use std::move() instead of a simple assignment.
I used them in my SmallGameEngine, maybe you want to take a look at it to understand it better (although I'm not sure if it's the simplest example...).

9323
Audio / AW: Examples that use (self built) OpenAL fail to build
« on: October 28, 2012, 07:02:50 pm »
Anyways the problem probably wouldn't even occur if the dependencies linking was done right... :P

9324
General discussions / Re: Unofficial Nightly Builds
« on: October 28, 2012, 05:59:41 pm »
You can end up calling a single script that does everything ;)
Like I do, but instead of keeping it just to myself I pack, upload and share it. ;)

9325
Graphics / Re: Drawing Text
« on: October 28, 2012, 04:28:35 pm »
I do clear the window every frame as my last two code exerts show ;).
Oh right, you should keep the clear(), draw() and display() calls next to each other and keep the 'logic' (i.e. setting a string, etc) separated from the drawing parts.

As Frex said, we can only help you if you provide a minimal but complete example that reproduces the problem.

9326
Graphics / Re: Drawing Text
« on: October 28, 2012, 04:11:44 pm »
Please make use of the code=cpp tag and show complete example codes.

You need to call window.clear() every frame iteration.

9327
General discussions / Re: Unofficial Nightly Builds
« on: October 28, 2012, 04:01:21 pm »
Added the following builds:
  • MinGW TDM GCC 4.7.1 64bit
  • MinGW-w64 rubenvb GCC 4.7.2 32bit
  • MinGW-w64 rubenvb GCC 4.7.2 64bit

Not quite true, you can easily use separate build directories. I'm used to "build_[linking type]_[build_type]" -- e.g. "build_static_debug", "build_shared_release" etc.
Hmmm true, then again you'll still have to setup it up once and afterwards call it x times for all the different builds... Anyways I already counted a few downloads. :)

9328
Audio / Re: Examples that use (self built) OpenAL fail to build
« on: October 28, 2012, 03:46:32 pm »
I don't remember changing anything. As far as I remember it's version 1.13, not 1.14. And I compiled it with VC++, not MinGW.
I use also the 1.13 version, but how do you generate the *.a file from the VC++ build?

9329
Audio / AW: Re: Examples that use (self built) OpenAL fail to build
« on: October 28, 2012, 12:37:32 pm »
I don't know what's wrong, sorry :-
So does this mean, that you also used the default settings and didn't change anything when building the external libraries? Or use a specific version?

9330
General / AW: Re: Memory Delete?
« on: October 28, 2012, 07:35:11 am »
hmm, okay. But why do I need to do this?
You can get a bit more details here. ;)

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