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Messages - eleinvisible

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1
General discussions / Improvement of the network module in SFML 2
« on: March 25, 2010, 05:22:19 pm »
Ah, didn't see those. That makes much more sense, I thought you had removed all the re-use of a socket. Sorry  :oops:

2
General discussions / Improvement of the network module in SFML 2
« on: March 23, 2010, 09:53:11 pm »
"- Important: socket classes ... close themselves automatically when they are destructed"

If I understand correctly, the close() function is no longer public? I guess I'll have to check the docs to see how it works now, but this seems odd to me. Otherwise, great changes.

3
Graphics / New prob with sprite loading
« on: August 21, 2009, 11:20:36 pm »
I'm just wondering why there isn't a ! in
Code: [Select]
if (Image.LoadFromFile("Brot.png"))
    return EXIT_FAILURE;
... that would mean it returns fail even if it loads fine?

4
General discussions / SFML 2.0
« on: August 15, 2009, 02:30:12 am »
Quote from: "Laurent"
SFML doesn't aim at being a clone of SDL & co ;)
Of course not, it aims to exceed them in all aspects :wink:

5
General discussions / SFML 2.0
« on: August 14, 2009, 01:47:13 am »
Textured polygons would be useful, like in Soldat. Also SDL_gfx provides textured polygons, so perhaps it is something SFML should provide as well?

6
General discussions / Is good enough?
« on: August 08, 2009, 11:44:27 pm »
Quote from: "Core Xii"
It limits creativity.
Are you saying libraries limit creativity compared to engines? I would have to disagree, a person is free to implement the game however he pleases with SFML but other systems make you use their "descriptor" formats, especially for sprites and animations. In SFML you can implement it the way you find most intuitive. Furthermore, the commercial RPG Torchlight (made by former Blizzard employees who worked on Diablo 2) uses Ogre3D. This is a testament to open source software's ability to progress and compete with commercial libraries. And now may we let this horrid topic die.

7
Graphics / Linker warning (SFML-2.0)
« on: August 01, 2009, 05:15:59 am »
Just to confirm, I've been having the same warning with VC2008 Express, with both being release builds. No clue as to what is causing it though.

8
General discussions / Vector2f vs FloatRect
« on: June 25, 2009, 09:45:55 am »
Are they descended from common templates? If so the first option seems the most logical, as well as concise. At least in my opinion.

9
SFML projects / The Duke
« on: June 14, 2009, 09:16:05 am »
Very difficult game, great music, nice and fast feel (even on my 5 year old computer), and some of the best taunts from Duke(as always). But what is with the bones in the blood? You should replace them with chunks of flesh or something..

10
SFML projects / Project - Rampage
« on: June 14, 2009, 07:31:19 am »
The graphics are nice, but so far I've only been able to play with myself (and even that gets laggy). A few suggestions: the animations aren't very smooth when attacking, try to add more frames. Also, when selecting a smiley face, the number pad doesn't seem to work. Otherwise seems like an interesting fighting game. Maybe some combination moves might add to the game too, like a spin kick or something.

11
General discussions / SFML 2.0
« on: June 11, 2009, 04:53:02 am »
Quote from: "heishe"
multiple cameras looking at different places in the world at the same time visible on the screen (think of the commandos games)
I think render to texture would be able to handle that (a texture for each view-port).. that is if I understood correctly.

12
Window / Choppy animation & sfml
« on: March 23, 2009, 03:24:50 am »
Quote from: "AdrianM"
Well, i guess it's something with my system then. The stuttering only happens sometimes, not all the time.
Intel integrated "media accelerators" are terrible with OpenGL, but probably not that bad. Probably as mentioned above, other tasks running.

13
General / Unicode errors with VS C++ 6 (aka VS98).
« on: March 12, 2009, 12:26:57 am »
Quote from: "Bonafide"
Trust me, I'd love to upgrade to VS2008 Express, but as I said, we're trying to run the library on school computers. We don't have computer prviledges to install programs on the computers, we'd have to go through the IT Dept. of the school (which they won't approve of), and in any case the Express versions cannot be installed on the school computers due to the EULA issues (as told to me by our school IT guy).
I'd recommend to the IT Dept. to install Code::Blocks, it is much better than keeping VS98 (which isn't ISO). In our computer science class we have gcc (with g++) but the book is old and tells everyone to "#include <iostream.h>", most of the new kids get confused with the errors and never learn. Annoying having to explain ISO standards every time we start a project.

14
General discussions / SFML 2.0
« on: February 04, 2009, 02:57:45 am »
I like to see this project continue forward. All the proposed features (if implemented) would be great. The graphics (batch, shader, render-to-image, and vectors), audio (consistent architecture) and system (DataStream) are changes I see as important. I think that you may be too ambitious; especially to be done within the year!

However, I must suggest that further down the road to allow the render system to be detached from OpenGL all together. This would allow Windows users to swap for a DirectX render. SFML shouldn't depend entirely on OpenGL's future support.

15
General discussions / SFML 1.4
« on: November 27, 2008, 07:31:03 am »
Wonderful, I've been using SFML for a school project and a new release may help stability. (I haven't been up to date on my SVN updates :oops:). Any features? If all the things I've seen on the to-do list are done then you guys are in good shape.

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