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Messages - pdinklag

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61
Java / Test release #4
« on: July 31, 2013, 06:40:44 pm »
I have just uploaded test release #4 to the download page. This release is based on SFML 2.1 and should contain all its fixes. Apart from that, Hiura was kind enough to provide me with a Mac OS X build, so this release should work with Mac OS X once again!

Due to problems with Virtual Box, I could not really test this release on Linux systems, however, support for Fedora 32-bit has already been confirmed, so I suppose it will be fine.

There has been one problem reported of JSFML (supposedly) generating unsupported GLX commands on Linux, but no driver or hardware details (other than "ancient") have been provided. If anybody gets these kinds of errors, please try to give some detailled info and, if possible, check whether an equivalent SFML application (C++) behaves in the same way.

62
SFML wiki / Re: XBox 360 Controller support for SFML games
« on: July 31, 2013, 08:44:16 am »
I have never had any problems with SFML's joystick API and joystick events in combination with (wireless) XBox 360 controllers, what advantages does your API provide over it?

63
Java / Re: Test for test release #4
« on: July 31, 2013, 07:57:02 am »
That's very awkward, maybe it's also related to the fact that I statically linked libGLEW-1.6 into the graphics module? However, I'm not sure how that would cause unsupported OpenGL directives while SFML itself (which requires libGLEW-1.6, IIRC) does not.

In other news, Hiura has recently sent me a build of JSFML for Mac OS X so I will be able to pack up a full package today.

64
Java / Re: Test for test release #4
« on: July 28, 2013, 02:28:33 pm »
I don't do anything with OpenGL directly, JSFML is an SFML application if you will.

65
Java / Re: Test for test release #4
« on: July 28, 2013, 02:16:00 pm »
That one is not a JSFML issue. The graphics driver does not support whatever OpenGL operation was about to be executed.
Does SFML 2.1 itself work on that machine?

66
Java / Re: Test for test release #4
« on: July 28, 2013, 01:04:57 pm »
The fact that it's running at all is very refreshing, after having it crash on startup in my Virtual Box. Thank you! :)
If somebody could confirm this for 64-bit as well that would be splendid.

67
Java / Test for test release #4
« on: July 28, 2013, 11:41:56 am »
Yep, you read that right.

I have just updated JSFML to SFML 2.1, but I have run into real trouble with Oracle's Virtual Box. The guest additions of the latest versions do not seem to work well for Debian 7 at all, the result is that OpenGL does not quite work and I am currently not able to test JSFML on Linux systems. Until that is resolved, I will release test versions for the test releases right here...

I'd highly appreciate if any Linux user (32-bit and/or 64-bit) could give this version a shot:
http://www.jsfml.org/files/jsfml-test-Jul28_2013.zip

I have also contacted Hiura so he can hopefully find some time to build a Mac OS X version. If that works and I can use the summer hole at work to finish some tutorials and review Sonkun's changes to the build process, we might be closing in on a release candidate very soon. It IS about time...

68
Feature requests / Re: Modulo for sf::Time
« on: July 26, 2013, 10:09:12 am »
I'm really nobody to know C++ styles and standards, but in my view this is a case where the idea of operator overloading fails and named global functions should be used instead.

The "%" operator would be straightforward for integer modulo, but for any kind of division, "/" is too confusing, no matter which implementation you pick in the end. There are two good use cases for dividing times: one to calculate a ratio (floating point result), one to calculate the integer quotient or rounded down ratio (e.g. when turning seconds into minutes).

Both are equally common, I would guess, and therefore if SFML provides an operator for one case, it should provide one for the other case as well. Since you can't have "/" for both, maybe call them "Time::ratio" and "Time::quot" or something.

I'm not sure how painful this would be for C++ developers (I'm used to it coming from Java), so it's just my two cents on this.

69
Java / Re: Trying to run jSFML in an applet (UnsatisfiedLink)
« on: July 21, 2013, 08:25:30 pm »
The problem is that I do not own a Mac, I depend on Hiura there and I must confess that I did not even contact him about this test release.  :-X

When I find some time, I will pack up a 4th test release that also contains the latest SFML bugfixes. Time is a resource very limited to me lately, and that does not seem to want to change. I'm sorry for this.

70
Java / Re: JSFML using github SFML
« on: July 21, 2013, 08:23:30 pm »
The SFML API probably did not change, so solver's idea will work.

My greatest issue at this moment - and all of this year, in fact - is time. If I find some, I can pack up another test release with the updated SFML sources. Sorry it has to be this way. :(

71
Java / Re: Trying to run jSFML in an applet (UnsatisfiedLink)
« on: July 02, 2013, 06:35:52 pm »
Nope, that's exactly what the RenderCanvas is for.

72
Java / Re: Trying to run jSFML in an applet (UnsatisfiedLink)
« on: July 02, 2013, 07:01:14 am »
Did you do any local merging? That branch is severely outdated and I have honestly no idea what the last state of it was, but I do believe it ran at least.

I won't be able to look into this for a week. :-\

73
Java / Re: I cannot run a JSFML application (UnsatisfiedLinkError)
« on: June 16, 2013, 06:28:24 pm »
Sorry for the huge delay, I packed up another test release which includes the performance updates from earlier this year and a statically linked libglew that should fix the issue at hand.

74
Java / Re: simple java playing sound using jsmfl please help .
« on: May 22, 2013, 07:09:06 am »
Here's the wiki page for loading and playing sounds in JSFML:
https://github.com/pdinklag/JSFML/wiki/SoundBuffers-and-Sounds

In order to play a sound properly, it needs to be kept in memory, so yes, you would need to somehow wait until it finished playing. If your program doesn't wait, it will terminate before the sound is done playing, and thus it will be garbage-collected and interrupted.

If you have a window with a main loop, that should be no problem generally. If you, for some reason, want a program that only plays a sound, a simple call of Thread.sleep might do the trick just as well.

I suppose you use the Sound class for playing your sound? In that case, instead of tampering with the sample rate (which would require you to implement your own stream class), you can simply modify the sound's pitch (https://github.com/pdinklag/JSFML/wiki/SoundBuffers-and-Sounds#volume-and-pitch). The effect should be exactly what you are looking for.

75
Java / Re: I cannot run a JSFML application (UnsatisfiedLinkError)
« on: May 21, 2013, 07:34:39 am »
I just had a look at the binaries in there. Indeed, it looks like libGLEW is not statically linked, so it won't work.
I'll build a new package later and post it here, however, for a 3rd test release I'll need a Mac version. Gonna take care of that.

Thanks for reporting and sorry for the inconvenience.

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