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Messages - eXpl0it3r

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9346
General / Re: SFML 2.0 and MSVCR100D.dll/Windows 8
« on: October 25, 2012, 11:28:23 pm »
I'd also suggest to build the library native with VS11. It might work, but there's no guarantee and you might run into strange problems...

If you don't know your way around CMake it would be good to look into it, it's very useful for development, alternatively you can use the binaries I've compiled a few weeks back, get them here.

9347
Window / Re: Handling mouse input outside of Window::GetEvent()
« on: October 25, 2012, 04:48:09 pm »
The best way would be to update to SFML 2, because SFML 2 uses two separated systems (sf::Mouse/sf::Keyboard/sf::Joystick + events).

If you can't/don't want to, then I guess you could just get the input object outside the loop and work with it inside the loop.

9348
General discussions / Re: A book on SFML -- looking for author(s)!
« on: October 25, 2012, 03:02:12 pm »
I got a mail from them today from like nowhere. I was kind of chocked and thought it was a scam at first. But when I realaized it was legit I jumped on it and said I was very interested and enthuiastic about it :D
So would that now be one book or two books (one 'from' Laurent and one from you)? ???

9349
General discussions / Re: A book on SFML -- looking for author(s)!
« on: October 25, 2012, 02:31:34 pm »
This sounds really great and I think it's something the SFML community has been waiting for quite a while. :)

As a matter of fact I amplaning on working on a set of tutorials which would slowly progress in difficulty and complexity and which should empower readers to create their own nice game at the end. When you have such a thing in mind the idea of publishing the tutorials in book-form isn't that far away and seeing that topic here now, seems like a very interesting coincidence.

BUT as much as I like to write down and pass on knowledge, I somehow don't feel like that I'm best suited for this task. Since my native language is not English, I make quite a lot of mistakes and to me the whole phrasing seems often to be repetitive and artificial. Furthermore my knowledge on SFML doesn't go into all modules, e.g. I've nearly no idea how to work with the networking part and have never really experimented with the audio module. And then there are the usual factor like time, etc...
I'd gladly team up with someone or contribute in other ways to such a book, but don't see me as the author of the very first official SFML book. ;)

That said I'm probably gonna keep working on my tutorials (for now), which don't require to be as correct and nicely written as a book and if someone wants to team up, I'd be here to help out.

9350
Feature requests / Re: Create Launchers for Examples Using CMake
« on: October 25, 2012, 11:52:35 am »
Why don't you put the Sfml-directory/lib in your PATH variable if you don't want to copy the dlls for every example?
If you install SFML (make install/build the INSTALL project) you'd only need to copy the DLLs once for all examples. ;)

9351
General / Re: How do i write variables contents in text?
« on: October 25, 2012, 11:14:51 am »
I think you can omit the <> block if passed arguments tell the type(ie. here).
Yes you can drop it. Depending on the design decisions you make, you might want to emphasize the type, so you'd for instance notice at compile time when you actually passed a float variable instead of integer instead of later seeing the problem occur at runtime. But it's up to you and for the given examples it doesn't really make sense. ;)

Quote
You don't need to fully understand how the function works to use it. ;)
http://foldoc.org/Voodoo
You have no idea what kinds of stuff can happen when you say that..
The idea behind this is abstraction. If I know how to use it and if I know what the final result will be, then it doesn't matter for me what the 'black box' does.
You can argue around as you want, but in the end you're constantly using abstraction and it's (mostly) a good thing. For example you're using SFML without know how every little tiny detail works inside SFML, or you're using the STL without knowing how they really did it, or you're using C++ without even knowing how the compiler creates the machine code for every given compiler flag etc, or you're using the compiled machine code without knowing how your processor actually works inside, etc. etc. ;)

So abstraction is a good thing.

For the function at hand, if we tell him the interface (usage), what the result will be and what can't be done with the function, then there's no need for him to fully understand how it works at this given moment.
Obviously it's essential for progressing with C++ to get to know things like templates but just because you don't understand them (yet) doesn't imply you can't use them and if you do the whole world would explode. :D

9352
Feature requests / AW: Re: Create Launchers for Examples Using CMake
« on: October 25, 2012, 08:45:49 am »
Why?
I guess so you could just execute the examples without having to copy the dlls.
This doesn't really make that much sense, specially if you compile statically...

9353
Quote
What problem is there with CMake and the Express edition?
I'm not sure, because I've the Professional version (for free as a student), but we had once a discussion (somewhere in the forum) and there somebody mentioned the CMake doesn't recognize the free VS11 compiler correctly (so no SFML issue).
But like I said I got thos second hand. ;)

9354
But im not sure if im gonna buy the full version just yet though  ;D
Well you don't need to buy it, if you use my provided binaries. The problem is somehow just with CMake and the Express version which doesn't have any further influence on VS itself and will probably be fixed in the next CMake version (if it isn't already). ;)

9355
General / Re: How do i write variables contents in text?
« on: October 25, 2012, 01:41:15 am »
You don't need to fully understand how the function works to use it. ;)

#include <sstream>
#include <string>
#include <SFML/Graphics>

template <typename T>
std::string toString(T arg)
{
    std::stringstream ss;
    ss << arg;
    return ss.str();
}

int main()
{
    int myInt = 12434;
    sf::Font myFont;
    // load font
    sf::Text myText(toString<int>(myInt), myFont);

    float myFloat = 345.4f
    std::string myString = toString<float>(myFloat);

    // draw sf::Text & do other stuff
}

9356
It is already compatible with VS11/12, although there seems to be some problem with the express version and CMake. ;)

If you want some binaries, I've build SFML 2 a few weeks ago in different versions, you can get the 7zip archive here. ;)

9357
Window / Re: [sfml2]Mouse pos in 2d world!
« on: October 25, 2012, 12:31:35 am »
Use the convertCoords() function of the sf::RenderTarget (i.e. sf::RenderWindow). If you want the transformation for a specific sf::View you can also supply that view as second parameter. ;)

9358
SFML projects / Re: AW: Re: SFMLUploads.org - Relaunch!
« on: October 24, 2012, 11:29:46 pm »
The following issues have been resolved:
  • A bug with the paths prevented the deletion of images.
  • There have been numerous errors with redirection, which also lead to unwanted results.
The following issue is known but does not influence the performance of the service.
  • The Facebook like button has been temporarily removed, since it caused the website to load extremely slow.

Nice1 for taking up the project for SFMLUploads, I use it all the time!
Glad to hear! :)

9359
Graphics / Re: Image Deformation in SFML
« on: October 24, 2012, 11:20:04 pm »
If someone can't wait to get a 'working' copy of the class, I've rewritten the rendering part, but since I don't quite know on how to handle the class to get nice effects, I can't really test everything, anyways here you go. ;)
You could for instance use to get to know the class a bit better and then once Spidyy will have finished the remake (with different function names and improvements ;) ) you should definitely use his version.

9360
Graphics / Re: Image Deformation in SFML
« on: October 24, 2012, 10:43:22 pm »
And regarding this, what would be the faster way to display dynamic mesh? Directly calling glVertex3, like the old renderer.AddVertex(), or using a vertex array we clear and rebuild each frame?
The 'clean' way would probably be to use a sf::VertexArray or use your own arrays of sf::Vertex, SFML will then pass that on to OpenGL, but if you really want to watch out for 'fast' as in performance, then the direct OpenGL calls might be faster. ;)

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