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Messages - Turbine

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General / Re: Application hanging up.
« on: April 16, 2017, 08:14:32 pm »
What the heck, that's an interestingly designed SFML program. Why not try and base it more on some of the more standard examples?

For instance, Window is being created on the stack, rather than in main.

Graphics / Re: Casting integers for setPosition() properly
« on: April 12, 2017, 08:08:17 am »
There's a few ways to go about this. Modern compilers generally support initialiser lists. So you could write:
sprite.setPosition({(float)x, (float)y});

There's also a compiler flag which lets the compiler automagically convert the int to float, although it's not recommended. (-fexceptions) Personally, I'd just keep the types native. Converting between the two comes at a cost.

The third way is to modify SFML's vector class and allow say - a template value.

General discussions / Re: RenderWindow object breaks srand
« on: April 09, 2017, 02:38:09 pm »

Awesome music dude, who composed it? As to the game itself, I have no idea what was going on - But I like that about a relationship with a game or otherwise.

Just keep running that command for new messages, remember UDP is connectionless.

Feature requests / Re: UPnP
« on: March 30, 2017, 01:15:31 pm »
It's not only useful for being decentralised - but for the server to be able to send UDP messages to clients.

Feature requests / Re: UPnP
« on: March 30, 2017, 03:47:06 am »
I can't help but feel SFML is a bit too conservative in terms of accepting push requests and new functionality outside of the original scope.

There'll be a lot of people who'll opt for a more complete platform.

Window / Re: Help required with windows and classes
« on: March 30, 2017, 02:38:04 am »
I highly recommend reading this tutorial thoroughly before using SFML, it's consensed and straight to the point. But it would cover your question and a lot more:  http://www.cplusplus.com/doc/tutorial/

General / Re: SFML engine
« on: March 28, 2017, 12:17:37 pm »
The scripting, however, could use a number of languages: you could use C++ directly, one of its bindings, or something like Lua.

I did not get this, I really found that Lua is embedded in many game engines and generally game-related softwares, but I didn't get its role, what will be its role along with SFML ?

GameMaker is a disaster of a program and it's lack of a decent programming language makes it impossible to make a clean - large scale project.

I also didn't understand your opinion, I have seen large scale ( to some extent) projects using it, so can you explain more

I started using GameMaker in 2001 with version 4.0, I used up up until 2007. There was a reason every single big/MMO project would go down for endless iterations of recoding. GML (GameMaker Language) just didn't support actual object orientated design like C++. (Objects couldn't even have functions, instead you'd have a whole list of scripts using prefix's) Another issue was it's lack of types, it used variant data types - which could switch between either a fractional value or a string. So you'd only find many errors only after stumbling into them.

There's just too many flaws in GM as a serious game development tool - most limitations are derived from their integrated tools and the internal engine which incorporates your program. Perhaps it's changed in recent years - but they'd need to completely integrate a proper language like C++/Java/C#/etc.

Graphics / Re: Sprites or View movement
« on: March 28, 2017, 08:48:04 am »
This can be a bit of a mind bender. You actually need to move both the player's position and the view.

This is why, your map is likely larger than your view. So as you walk, the view needs to move so you don't run off the screen.

-Map size.
-View size and position.
-Player position.


If you mean making the view move smoothly, then the best way is to have the view move at a different consistent rate than the player. So you smoothly go through all of the pixels, so rather than say 1.3 + 0.8px you'd move at 1px. Because after 10 frames, you'll get a pixel jump with these example values.

General / Re: SFML engine
« on: March 28, 2017, 01:38:15 am »
Why would you want to make an IDE? The major ones have debugging, code completion and many other tools. Things like collisions and such are left up to you. Just externalise everything.

I think you're missing the point how much better C++/SFML is compared to GameMaker. GameMaker is a disaster of a program and it's lack of a decent programming language makes it impossible to make a clean - large scale project.

I found this confusing as hell too, in the end I installed MSYS2  and from there installed clang. It will use GCC instead of MSVC, the binaries will also be in the same bin directory as GCC/MINGW.

I could happily compile SFML and my project using Clang after this.

Window / Re: sf::RenderWindow issues on SFML (2.4.2)
« on: March 20, 2017, 10:05:25 pm »
Some people don't even know what a driver is nor how to update it, and so I'd like for this issue to be fixed so that I can switch to 2.4.2 inacapella and the future and not have any issues.

I'll explain how the industry has dealt with outdated drivers and why I think your reasoning is flawed.

For one, you're testing 1 card from the 3 major players. By default, both nvidia and amd drivers now autoupdate. If they're legacy or using intel hardware, Microsoft will issue windows updates. Furthermore, if you use Steam - it will check your driver versions to find any very outdated drivers.

GPU driver's have bugs, the chance someone has the same gpu version as is small. A lot of the time new gpus are launched with buggy drivers. They can likely only affect one generation/architecture of chip.

The algorithms the hard bit, turning them to tiles is relatively trivial. Map a character to a tile, and then once they're placed pass through the tiles so the edges may be touched up with edging tiles.

General discussions / Re: How to use SFML without xcode on Mac?
« on: March 17, 2017, 12:10:08 am »
Why are you trying to stay away from them? In professional environments nobody used CLI for a project. An IDE like Codeblocks will print the full command in the debug area, letting you see how it's compiling your project with all your libraries and so on.

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