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Messages - Turbine

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46
Feature requests / Re: Binary downloads built with newer MinGW?
« on: February 21, 2017, 05:22:03 am »
Could we also get a binary built with TDM-GCC 5.1.0? This GCC version is currently (2017 Feb) the latest and default build from TDM, and provides the option of using SFML with a full C++14 compiler, without having to build SFML from source.

The TDM GCC 4.9 version currently used to build the SFML binaries was released in 2014, and only supports about half the new features in C++14.

The MinGW-builds GCC 6.1 option is nice, but MinGW-builds (as linked on the SFML downloads page) isn't as easy to setup as TDM GCC, and only has a couple C++17 features over 5.x

It would actually be nice to have 3 options (each for 32-bit & 64-bit) corresponding with C++ releases:
- TDM GCC 4.9 for C++11
- TDM GCC 5.1 for C++14
- TDM GCC 7.x or MinGW-builds 7.x for C++17 (when it's final and pending compiler releases)

I'd suggest using MinGW-w64 (GCC 6.3.1) and compiling the latest SFML from the GIT repository.

47
SFML wiki / Re: Tutorial: Building SFML for Android on Windows
« on: February 21, 2017, 01:50:21 am »
there's nothing stopping you making a native Windows PC release of your project before building the Android version. It'd be quicker to compile and run - than over an emulator.

We are/working on simulating it.  The editor has a special view for simulating a mobile device and translating events (ie translating a mouse press to a finger down, mouse up to finger up, etc).  I will let you know how it works out.  Err, the current plan is to have it generate code for an android build if that option is selected, otherwise it'll build for PC.

I've found a way to use the emulator. Just be sure to compile "x86" Android SFML libraries and the example with Android "x86". (As opposed to "armeabi-v7a")

  • Install Intel haxm.
  • Open "SDK Manager.exe" provided by the Android SDK, ensure you have an x86 image installed for your API version.
  • Then open "AVD Manager.exe", create a new device, select the target to your API version and the CPU/ABI to x86.
  • After selecting okay, you can start the emulator. It might take a few minutes to start.
  • Type "adb devices" in a CMD window, if it fails to find the command: Open a CMD window at "sdk\platform-tools"
  • Copy your Apk to the "sdk\platform-tools" directory.
  • adb install -r "NAME_OF_FILE.apk"


48
SFML projects / Re: [MAC][Linux?]I published an SFML applet: ToneBoards
« on: February 20, 2017, 02:18:26 am »
I noticed some of the libraries SFML uses are LGPL, GPL. from what i understand LGPL is not necessarily a problem, but GPL makes me worry.
Will I need to release all my source-code?

You don't need to worry.

49
SFML wiki / Re: Tutorial: Building SFML for Android on Windows
« on: February 19, 2017, 09:57:45 am »
What exactly were the problems with the existing wiki entry? We've now got duplicated topics with just little differences.
When was the last time you followed that documentation from scratch? There's too many issues and a lack of information for any beginner.

Quote
Why do you install MinGW?The Android NDK provides complete GCC/Clang environments for all supported targets (including "make", which can be invoked using "cmake --build path". Nothing from MinGW should be used during the build.
It's good to know this, I figured as you were using Linux - the make utility was system supplied.

Quote
Why do you install Android Studio? You only need the Android SDK, which standalone is smaller (300MB vs. 1.7GB) and without overhead (you're not creating an Android Studio project after all).
Gotcha, I see how they now bundle them. Thank you.

I merely wanted to post a guide for others who can't find a straightforward working method of getting SFML compiled with the example. There was no information on that wiki about the NDK version supported (12b). Upon failing at certain points, there was no clean method provided for a subsequent attempt.

I wanted to be able to compile and get a working example up swiftly, not the hours of assumptions & failure. :) I hope you can understand.

50
SFML wiki / Re: Tutorial: Building SFML for Android on Windows
« on: February 19, 2017, 05:39:04 am »
While I'm also curious, there's nothing stopping you making a native Windows PC release of your project before building the Android version. It'd be quicker to compile and run - than over an emulator. But make sure you handle mouse input as well as touch input events, as they're separate. It's in the standard Android example.

I'm not sure if this may help you out:
https://github.com/AlexAUT/SFML-AndroidStudio-Template

51
SFML wiki / Tutorial: Building SFML for Android on Windows
« on: February 19, 2017, 02:51:45 am »
I've created a new tutorial for those who were having trouble compiling SFML for Android on Windows.

> https://github.com/SFML/SFML/wiki/Tutorial:-Building-SFML-for-Android-on-Windows

52
Network / Re: Network system for 1v1 game
« on: February 18, 2017, 06:14:16 pm »
TCP, client-server. As UDP would require both people to be port forwarded, not just the server. Unless you manage a UDP hole punch.

53
Graphics / Re: How to check if a sprite is visible within a view ?
« on: February 17, 2017, 03:06:20 pm »
Just use some math.

Something along the lines of (this isn't code):
if (object.x > view.x && object.y > view.y && object.x < view.x + view.width && object.y < view.y + view.height)

It's just to give you an idea of how you could achieve it. Obviously you'd make functions and what not for handling such things in a more generic and reusable way.

54
General discussions / Re: SFGUI vs TGUI
« on: February 15, 2017, 12:30:56 pm »
I find both of them not too modern in their approach. SFGUI takes a lot of time and often compromise to make what you envision - but it's feature rich. TGUI is for very simple interfaces IMO, although the event handling is considerably easier and requires far less code than SFGUI. TGUI requires a lot of work to make look good, SFGUI will never look good - without a lot of back-end stuff - or unless you like the solid colour look. Both suffer from an archaic way of sizing and positioning.

55
General / Re: This Game code organization, is good ??
« on: February 15, 2017, 12:16:49 pm »
It's bad in a lot of ways. It might help if you learn good structured programming before complicating it with SFML.

56
It's possible, with significant performance gains - if done right. There'd be a heap of programming overhead required for the design, regarding resource locking. And quite likely will result in hard to debug - undefined behaviour.

57
Network / Re: Some query
« on: May 09, 2016, 05:32:20 am »
please respond me like a child
Network hard.

I half agree. Using BSD sockets/WinSock is hard, but using SFML is a breeze. Managed to get TCP & UDP working, with no prior experience in implementing threading.

58
General / Re: [Windows] Android example build issue
« on: May 06, 2016, 05:18:43 am »
Any chance you're using the latest SDK? I think there'll have to be adjustments for it to build with r11. The last I tried it on was 10d or something like that.

You're absolutely correct, I was using the latest version. I wasn't aware about NDK version compatibility.

I've found a place to download old versions: http://pnsurez.blogspot.co.nz/2015/07/download-android-ndk-tools.html?m=1

59
General / Re: [Windows] Android example build issue
« on: May 05, 2016, 03:45:15 pm »
Does anyone have an alternative way to build the Android example, or an existing form of project file tested to work recently?

60
General / [Windows] Android example build issue
« on: May 01, 2016, 09:27:49 pm »
After following the "Build SFML for Android" guide, which might I add - almost nothing worked as expected.

I've come to the point where I ended up having to change the target from armeabi to armeabi-v7a as the build project was only interested in the v7a's SFML module files.

Now when I try to build the Android example project, I get this message:
Quote
D:\projects\sfml\examples\android>ndk-build                                                                                                                                                                                                  [armeabi-v7a] Install        : libsfml-activity.so => libs/armeabi-v7a/libsfml-activity.so                                                                                                                                                   process_begin: CreateProcess(NULL, D:/projects/android/ndk/build//../toolchains/arm-linux-androideabi-4.8/prebuilt/windows-x86_64/bin/arm-linux-androideabi-strip --strip-unneeded ./libs/armeabi-v7a/libsfml-activity.so, ...) failed.      make (e=2): The system cannot find the file specified.                                                                                                                                                                                       make: *** [libs/armeabi-v7a/libsfml-activity.so] Error 2                                                                                                                                                                                     make: *** Deleting file `libs/armeabi-v7a/libsfml-activity.so'

It does seem to have an empty libs directory. Note the libs directory is in the example directory, not SFML modules lib.

Does anyone have any idea what's going wrong? :'(

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