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Messages - Turbine

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31
General discussions / Re: How to use SFML without xcode on Mac?
« on: March 16, 2017, 08:09:45 am »
You could use any of these on a Mac: Codeblocks, Eclipse C++ or CLion. There's a tutorial on using SFML in Codeblocks.

Which country are you studying Computer Science in?

32
SFML development / Re: SFML concurrency vs C++ standard
« on: March 14, 2017, 04:00:53 am »
+1 for removing threads and also making SFML depend on C++11.

33
General / Re: Problem with a sprite
« on: March 14, 2017, 03:53:18 am »
You may want to consider using classes to make it simplier, basically you'll need to store a state of the bullet every frame - each bullet having their own position, angle/direction, speed. So you'd add a new bullet class to your array when firing, loop through a fucntion in the bullet every frame to move it and then draw it.

34
Network / Re: ttl
« on: March 13, 2017, 04:32:08 am »
You're not alone, most of us just don't understand how to make holepunching work. +1 agree

35
Network / Re: ttl
« on: March 12, 2017, 10:33:52 pm »
It sounds like you're describing UDP hole punching, is that correct?

36
C / Re: CSFML program structure
« on: March 11, 2017, 07:31:41 am »
You could just use C for your game logic and C++ for SFML - if you really want to learn C. Remember, C is very simple and doesn't do a lot. SFML would be very complex if it wasn't for the higher-level C++ bindings?

37
General / Re: Can't quite get it to work in Linix
« on: March 11, 2017, 07:26:50 am »
We don't have enough info to go on sorry.

I'd suggest you post some code.

38
Binary algorithm is one up. Huge maps are just too memory hungry and slow to load with things like JSON and XML.

39
SFML wiki / Re: Tutorial: Building SFML for Android on Windows
« on: March 09, 2017, 10:47:06 pm »
Well actually.. it is possible. I wrote a simple script which generates entries into the Android makefile from a Codeblocks project. Thus simplifying the source includes, include directories, library includes, defines, compiler flags and so on.

My biggest issue at the moment is the GCC version provided in the NDK is 4.9 - they now consider it deprecated. I've not dealt with the Clang/llvm tools on Windows, which is their default compiler for the NDK.

40
General / Re: Linking problems
« on: March 09, 2017, 06:03:24 am »
Clone/download the SFML github repository. It'll be under extlibs, find the directory pertaining to your compiler.

41
Graphics / Re: Estabish a rendering order within a same entity
« on: March 04, 2017, 03:13:16 pm »
Just make your own rendering queue, of which the preceding drawing actions are always underneath subsequent drawing.

For example, have your own rendering object with depth and perhaps the object. Make a list for this object. You could then overload the comparison of this rendering object in order to sort it by the depth given. Loop through this ordered list.

42
I don't see you setting the texture anywhere, try that and then setting the sprite to use that texture.

43
Feature requests / Re: Sprite batching
« on: March 02, 2017, 02:53:54 am »
Exactly, portability wise - every GPU may have a different max texture size. Some of the older Intel machines could only handle 512px, some relatively modern could go as high as 4096px, perhaps even beyond.

44
Feature requests / Re: Sprite batching
« on: March 01, 2017, 01:29:48 am »
SFML supports VertexArrays, but you need to understand the bottleneck comes from context switching, the limitation of VertexArrays are that you can only use one texture - but you may draw any portion of it. This is very efficient.

45
General discussions / Re: Discord Anyone?
« on: February 27, 2017, 02:52:59 am »
I don't know if there's enough people, let alone active ones.

Personally I can't help but feel the SFML deverlopers policy of keeping it a minimal media library, rather than a full on game one - is limiting it's appeal and applicability. There's many other tools which offer so much more, just in a different language.

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anything