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Messages - SirJulio

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D / getting started DSFML?
« on: August 23, 2008, 06:30:51 pm »
Maybe the age of your computer could be the problem.

Try to download and compile CSFML 1.3 on your computer (first compile SFML in release static and after that compile CSFML in release DLL, you can keep *.lib provided with DSFML to link).

You can also try to compile a sample project of C++ SFML to see if you can reproduce the problem (it seems that the problem is not related to D binding, error happens in the C or C++ dll).

Graphics / Draw(Text) performance issue
« on: August 23, 2008, 06:24:45 pm »
The svn source. =)

General discussions / SFML 1.3 and OS X
« on: August 22, 2008, 07:39:21 pm »
Concerning DSFML, the binding relies on C++ SFML through the C interface, so if SFML Mac os port works, DSFML should work on Mac os.

Maybe i need to do some tweaks in the DSFML source code (for dll loading, or some other system stuffs), i see that with Ceylo in a couple of days. =)

D / getting started DSFML?
« on: August 22, 2008, 05:21:32 pm »
I don't know, i never had to use it. =)

Maybe the problem is not related to msvcr71.dll, that's the problem sometimes with windows : all goes wrong, but you don't know why or how ....

"Good luck" =)

D / getting started DSFML?
« on: August 22, 2008, 12:32:07 am »
Good news (actually for me =p).

Deactivation of service may be the origin of the problem (don't ask me how), try to reactivate what you just disable to see if that change anything. You could also try to repair your system file (and/or install SP3).

Good luck and let me know if you have any issue with DSFML. =)

D / getting started DSFML?
« on: August 21, 2008, 11:09:15 pm »
That's weird, I try download 1.034 and compile all samples, and all works fine.

The only difference, I can find from your log is that msvcr71.dll is not loaded for your application. Have you an other computer where you can test your executable ? Did you past the release notes code without modification ?

D / getting started DSFML?
« on: August 21, 2008, 08:30:13 pm »
hmmm, hard to say with a simple violation. Maybe problem come from 1.34, maybe not (=D)...

Try to install ddbg (actually the only efficient debugger for D) and compile sample in debug (just "dsss build -g -debug -full" for building the sample).

After that, go to the bin folder (where sample executables is located) and in a console : ddbg pong. Run the debuggee with "r" in the prompt and paste here the console output (not the loaded module and dll). Callstack can be output with "us".

NB : i'm sorry to ask you all of that, but i can't do it myself currently. =)

edit :

by curiosity, what buildflags have you added ?

edit2 :

Launch your sample by using a console (not double clicking executable), like that you can see any path, or other errors as the console didn't vanish after an error. =)

D / getting started DSFML?
« on: August 21, 2008, 05:20:19 pm »
Yes, the only thing needed is the DSFML libs.

For DSSS, i can't remember but i thing dsss-0.75-dmd-win is the correct one.

For conf file, the pattern of buildflags variables is the same than the compiler command line (here you don't paste double braces just insert your path instead eg. :

Code: [Select]
buildflags += -Ic:\blabla\DSFML\import -Sc:\blabla\DSFML\extlibs\lib

[] characters mean something for dsss that's why i used {{}}, see here =)

For dsss install, dsss doesn't change any file in your D folder (well, when i install it myself =p), i you prefer you can install wherever you want, just make sure dmd executables (D compiler) and rebuild/DSSS executables is reachable through the path system variable (windows config panel => System => advanced => environment variables => system variable => PATH)

D / getting started DSFML?
« on: August 21, 2008, 12:46:19 am »
Hi Michael,

DSFML is a wrapper written 'from scratch' (except Tango or Phobos of course), I choose to not use Derelict so you don't need it. All you need is a minimal D environment (aka dmd and phobos | tango)

For DSSS, you could actually use DSFML without it but i hope you like very long compiler command line =p

To start using DSFML, i recommend to download DSSS, place it in your dmd folder, and install DSFML in a folder on your hdd. You can build samples by typing "dsss build" in the samples folder of dsfml.

Using DSFML with rebuild/DSSS is pretty easy, just create a dsss.conf file in the root directory of your project and add this in it :

Code: [Select]
buildflags += -I{{path of the dsfml import folder}} -S{{path of dsfml/extlibs/lib folder}}

To build your project, dsss build and that's all. =) Don't forget to paste the CSFML dll with your application.

I've written a tutorial in french for DSFML installation, i will translate it as soon as i'm back from vacation. For other tutorial, you can see the C++ SFML tutorial, i try to keep the same API of the original SFML (except for pointer + size function type which is replaced by dynamic array and other stuff : see the doc included for precision).

NB : I haven't tested yet DSFML with dmd 1.034 (and vector "SSEed" operation etc), but you shouldn't have any problem.

Audio / MinGW gcc Compile of C code on Windows
« on: August 12, 2008, 02:36:19 pm »

all music playing func in SFML are threaded, so to keep your app open when your sound is played, you need to add something like that :

Code: [Select]
while (sfMusic_GetStatus == sfPlaying)

Graphics / Draw(Text) performance issue
« on: July 29, 2008, 07:30:17 pm »
@Dabo :

Yeap, maybe you'll need to do some changes on your code with the new unicode stuffs. If you don't use wchar at all, just update your svn.

Graphics / Draw(Text) performance issue
« on: July 29, 2008, 06:03:09 pm »
Quote from: "Avency"
It definitely got faster. I got 5000 fps before, now I get 24000 fps.
I almost thought that there was something wrong with my message box rendering code. :P

OMFG ! You work on a Cray XT5 ? =D

I confirm, string is now a lot faster than before.

SFML projects / Not Quite Pong
« on: July 24, 2008, 06:08:19 pm »
Nice ! (red "angry" spinning ball is fun ! =p)

Physics seems ok (paddle recoil and spinning are great ideas), just a thing : French player really need key configuration (W is under S on azerty keyboard), maybe a simple file for custom config.

Graphics / Fast collision detection ideas
« on: July 21, 2008, 11:01:10 pm »
Quote from: "fredreichbier"

first, many thanks for your interesting answers.
I think I will pick up the hashmap idea for now; seems to be easy and effective - later I'll try to make it with a quadtree.

A 'problem' with physics engines is that I'm using DSFML, so I can only use already ported engines or engines that are written in C.

Could I use chipmunk for this, too?

Edit: My project is 2d-only, right :)

Ok, so for D language, you could use Blaze (heavily inspired by Box2D and chipmunk). ODE is also available with Derelict.

Blaze is written in D (pretty cool actually i'm just waiting for CCD !), ODE is loaded at runtime. Blaze doesn't have extensive documentation (see the demos, and Box2d chipmunk docs maybe =D), but maybe you could give it a shot. ODE is a mature engine with lots of documentation. Up to you. =)

Graphics / Fast collision detection ideas
« on: July 21, 2008, 06:55:30 pm »
Quote from: "quasius"

A good, free, open-source physics engine you can look at is Bullet.  But that's probably waaay more solution than he's looking for.  (Although if you can figure out what's going on in something like Bullet, you will learn a lot.)

Edit: A better (IMO) free, but not open-source physics engine is Ageia PhysX (now owned by Nvidia).

Agree for PhysX, this engine is just awesome. Bullet and ODE are cool too.

But for the op problem, maybe a lightweight engine (I guess his project is in 2d only) like Box2D (zlib licence i think) could do the job.

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