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Messages - N1ghtly

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Feature requests / Re: Animation
« on: May 13, 2012, 01:00:37 pm »
That's why you have to implement animation by yourself. Thor library has a good animation module if you want to see how it works.

It's not that I don't know how it would work, I have an AnimatedSprite class in my engine :)
But yes, I guess you're right :)

SFML projects / Re: SFGE - Simple & Fast Game Engine
« on: May 12, 2012, 11:09:18 pm »
Big update!

Current features of the engine:

- Event System
- Collision detection and response (AABB or convex shapes)
- Logging
- StateManagement
- Animated Sprites
- ResourceManager
- Menu System

bold features are new.
Development can also be followed on my blog: http://n1ghtly.blogspot.com/

Feature requests / Animation
« on: May 12, 2012, 08:21:32 pm »
I'm sure this has been asked before, but I couldn't find a thread with the search function.
For what reason is there no support for animation in SFML?

SFML projects / Re: SFGE - Simple & Fast Game Engine
« on: May 04, 2012, 06:05:30 pm »
I'm not going for a component-based architecture after all.
After extensive research I came to the conclusion it brought just as many disadvantages as advantages with it.
For example when components nede access to different components. I'll let the user free to implement this if they want to.

As for google code, I just use it because it has SVN support, which Github doesn't.
I know, I know, Git is better but I don't have any experience with it. I'll need to learn it one day or another though...

System / Re: sf::Clock overhead
« on: May 03, 2012, 07:34:21 pm »
Ahh didn't think about that!
Code: [Select]
void update(sf::Time frameTime)it is then!

System / sf::Clock overhead
« on: May 03, 2012, 06:00:25 pm »

I'm designing an AnimatedSprite class for my sprite engine and I've run into a little issue.
I'm thinking of overriding the draw() function to draw the sprite AND automatically update the frame.

Now I'm thinking, is it madness to have an sf::Clock for every AnimatedSprite?
Because it would be very easy if you don't have to worry about updating the time for every AnimatedSprite.

SFML wiki / Re: sfeMovie project [v1.0 RC1 available]
« on: May 02, 2012, 10:03:34 pm »
Very cool library man!
I'll use this for my cutscenes :D

SFML projects / Re: Isaac - Very simple physics engine
« on: May 02, 2012, 09:56:02 pm »
This can become very useful!
I'll keep following this :)

SFML projects / Re: SFML Light System - Let There Be Light
« on: May 02, 2012, 09:53:45 pm »
Along with the Thor library this is the most interesting library for SFML in my opinion :)

SFML projects / Re: Vertical Shooter
« on: May 02, 2012, 04:48:26 pm »
It looks really polished, something you don't even see on these forums.
I'll make sure to check it out when it's released!

PS: Do you plan on going open-source?

SFML projects / Re: SFGE - Simple & Fast Game Engine
« on: May 01, 2012, 05:49:55 pm »
Well spotted, I forgot to write the destructor!
As for the stack, I wanted to keep it a vector so that multiple states can be drawn at a time.
For example, a pause state over a game state. (functionality still needs to be implemented however).
An std::stack doesn't allow this (as far as I'm aware).

By component based system I meant most classes of the engine can be used independently of each other.
But an Entity System is actually next on the TODO list :D

For reference, what would you like the entity system to do?

EDIT: It seems I had a wrong understanding of the terms Entity System and Component Based Design. I'm reading up on it now, sure looks promising!

SFML projects / SFGE - Simple & Fast Game Engine
« on: May 01, 2012, 05:11:53 pm »
Hi all,

I am working on a new project!
It is a game engine, built on top SFML.
The aim is to make programming easier without taking away freedom or functionality.
For this reason I have opted for a component-based architecture.For example, there is an eventsystem, resource manager, and collision detector that can be used separately from each other.

I also chose not to include any external dependencies. This is to make both the compiling and the distribution to easier!

The project is hosted on Google Code:


The source contains many comments and  documenation is generated by Doxygen. (You can check the docs download under the Downloads tab).

Here's my blog where I frequently post updates:

Let me know what you think!

PS: This is my first attempt at designing a game engine. Feel free to tear it apart and tell me how much it sucks. I'm here to learn.

PS: Does anyone know a license where the user is entirely free and can do anything with the source, but must give credit?

Graphics / Drawing lines in sfml.
« on: April 10, 2012, 02:44:49 pm »

Can someone please explain me how to draw lines? I guess it can be done by creating a 1 px high rectangleshape and rotating it but is there a clena solution for this? I *thought* the was a Line class in SFML but I can't seem to find it.

SFML projects / Re: SolidShaper + Box2D + SFML
« on: April 09, 2012, 03:08:21 pm »
That's pretty damn amazing!
Good work, keep it up!

Audio / Re: How many can be sounds in game?
« on: April 09, 2012, 03:05:49 pm »
Where would you even need 20+ sounds simultaneously?

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