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Messages - Turbine

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46
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.

47
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.

48
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

49
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

50
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.

51
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.

52
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.

53
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.

54
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.

55
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.

56
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

57
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?

58
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? :'(

59
Graphics / Re: Drawing efficency concern
« on: December 11, 2015, 09:48:52 pm »
How complex or cluttered are the visuals on screen at any one time? Could we see a screenshot? :)

60
Network / Re: Manage Client on the server
« on: December 09, 2015, 10:38:01 am »
Well generally you'd create a unique client ID, then you'll probably be wanting to relay the positions along with the identifying client ID. Of course this would only give you client sided movements.

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