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Messages - Turbine

Pages: 1 ... 4 5 [6] 7
76
General / Re: Setting up SFML 2.1 on Linux Mint 16 w/ Code::Blocks
« on: May 27, 2014, 07:33:50 am »
Compile SFML yourself using git to clone the repo, cmake to create the project build files for Codeblocks with the intent to compile using g++. Build and add correct paths to the libraries.

Under other linking options for shared we're using:
Quote
-lsfml-audio
-lsfml-graphics
-lsfml-network
-lsfml-window
-lsfml-system

With CEGUI:
Quote
-lsfml-audio
-lsfml-graphics
-lsfml-network
-lsfml-window
-lsfml-system
-lCEGUIBase-0
-lCEGUICommonDialogs-0
-lCEGUICoreWindowRendererSet
-lCEGUILuaScriptModule-0
-lCEGUINullRenderer-0
-lCEGUIOpenGLRenderer-0
-lCEGUIRapidXMLParser
-lCEGUISILLYImageCodec
-lCEGUISTBImageCodec
-lCEGUITGAImageCodec
-lfreetype
-lpcre
-lSILLY
-llua
-ljpeg
-lglfw
-lglew
-ltoluapp
-lzlib
-lpng

77
Feature requests / Re: Touch Events Interface Request
« on: May 22, 2014, 07:40:40 am »
Could Would you consider some of the most desirable touch gestures being apart of SFML?

78
System / Re: Footprint size of sf::Mutex
« on: May 10, 2014, 01:16:52 am »
When using threads, don't think about locking each kind of resource to allow for mutual access, instead lock behaviours. Start by designing loosely coupled systems which each have a distinguished purpose.

Having too many locks for the most insignificant thing isn't going to benefit you, and will likely cause a lot of problems.

79
SFML projects / Re: SFNUL
« on: April 30, 2014, 12:58:46 am »
Well... your installation is screwed up. You are probably using the old headers that had experimental/broken threading support. Maybe if you delete the whole folder and replace it with a fresh install it will work.

[Edit]
It seems that threading in MinGW is currently experimental and in development. MinGW-builds worked whereas the normal build from mingw.org did not include the library.

80
SFML projects / Re: SFNUL
« on: April 29, 2014, 11:43:26 am »
Can you compile this?
#include <mutex>

int main()
{
    std::mutex m;
}

It isn't working like this either. I wonder why std::mutex it's not being included with MinGW.

81
SFML projects / Re: SFNUL
« on: April 29, 2014, 07:17:55 am »
This doesn't compile for me, I get a heap of errors (MinGW 4.8.2)
What is the full version of your MinGW g++? You can find out by issuing the command g++ -v in the MinGW console. Post it here.

Here it is, I'll try in another release of MinGW.

Quote
Using built-in specs.
COLLECT_GCC=g++
COLLECT_LTO_WRAPPER=C:/mingw2/bin/../libexec/gcc/x86_64-w64-mingw32/4.8.2/lto-wr
apper.exe
Target: x86_64-w64-mingw32
Configured with: ../../../src/gcc-4.8.2/configure --host=x86_64-w64-mingw32 --bu
ild=x86_64-w64-mingw32 --target=x86_64-w64-mingw32 --prefix=/mingw64 --with-sysr
oot=/c/mingw482/x86_64-482-win32-seh-rt_v3-rev3/mingw64 --with-gxx-include-dir=/
mingw64/x86_64-w64-mingw32/include/c++ --enable-shared --enable-static --disable
-multilib --enable-languages=ada,c,c++,fortran,objc,obj-c++,lto --enable-libstdc
xx-time=yes --enable-threads=win32 --enable-libgomp --enable-libatomic --enable-
lto --enable-graphite --enable-checking=release --enable-fully-dynamic-string --
enable-version-specific-runtime-libs --disable-isl-version-check --disable-cloog
-version-check --disable-libstdcxx-pch --disable-libstdcxx-debug --enable-bootst
rap --disable-rpath --disable-win32-registry --disable-nls --disable-werror --di
sable-symvers --with-gnu-as --with-gnu-ld --with-arch=nocona --with-tune=core2 -
-with-libiconv --with-system-zlib --with-gmp=/c/mingw482/prerequisites/x86_64-w6
4-mingw32-static --with-mpfr=/c/mingw482/prerequisites/x86_64-w64-mingw32-static
 --with-mpc=/c/mingw482/prerequisites/x86_64-w64-mingw32-static --with-isl=/c/mi
ngw482/prerequisites/x86_64-w64-mingw32-static --with-cloog=/c/mingw482/prerequi
sites/x86_64-w64-mingw32-static --enable-cloog-backend=isl --with-pkgversion='x8
6_64-win32-seh-rev3, Built by MinGW-W64 project' --with-bugurl=http://sourceforg
e.net/projects/mingw-w64 CFLAGS='-O2 -pipe -I/c/mingw482/x86_64-482-win32-seh-rt
_v3-rev3/mingw64/opt/include -I/c/mingw482/prerequisites/x86_64-zlib-static/incl
ude -I/c/mingw482/prerequisites/x86_64-w64-mingw32-static/include' CXXFLAGS='-O2
 -pipe -I/c/mingw482/x86_64-482-win32-seh-rt_v3-rev3/mingw64/opt/include -I/c/mi
ngw482/prerequisites/x86_64-zlib-static/include -I/c/mingw482/prerequisites/x86_
64-w64-mingw32-static/include' CPPFLAGS= LDFLAGS='-pipe -L/c/mingw482/x86_64-482
-win32-seh-rt_v3-rev3/mingw64/opt/lib -L/c/mingw482/prerequisites/x86_64-zlib-st
atic/lib -L/c/mingw482/prerequisites/x86_64-w64-mingw32-static/lib '
Thread model: win32
gcc version 4.8.2 (x86_64-win32-seh-rev3, Built by MinGW-W64 project)

MinGW 4.8.1 x86 is also acting the same.

82
SFML projects / Re: SFNUL
« on: April 29, 2014, 01:29:59 am »
This doesn't compile for me, I get a heap of errors (MinGW 4.8.2):

Quote
||=== Build: all in SFNUL (compiler: GNU GCC Compiler) ===|
D:\projects\sfnul\extlibs\botan\include\botan\scan_name.h|97|error: 'mutex' in namespace 'std' does not name a type|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|65|error: 'mutex' in namespace 'std' does not name a type|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|178|error: 'mutex' is not a member of 'std'|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|178|error: 'mutex' is not a member of 'std'|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|178|error: template argument 1 is invalid|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|178|error: invalid type in declaration before '(' token|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|178|error: 's_alias_map_mutex' was not declared in this scope|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|186|error: 'mutex' is not a member of 'std'|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|186|error: 'mutex' is not a member of 'std'|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|186|error: template argument 1 is invalid|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|186|error: invalid type in declaration before '(' token|
D:\projects\sfnul\extlibs\botan\src\lib\algo_base\scan_name.cpp|186|error: 's_alias_map_mutex' was not declared in this scope|
CMakeFiles\sfnul.dir\build.make|81|recipe for target 'CMakeFiles/sfnul.dir/extlibs/botan/src/lib/algo_base/scan_name.cpp.obj' failed|
CMakeFiles\Makefile2|62|recipe for target 'CMakeFiles/sfnul.dir/all' failed|
D:\projects\sfnul_bin\Makefile|115|recipe for target 'all' failed|
||=== Build failed: 15 error(s), 0 warning(s) (0 minute(s), 1 second(s)) ===|

83
General / Re: Confused About Performance
« on: February 10, 2014, 12:35:36 pm »
Oh dear. Lets set you straight.

There's a few things you have to consider now, with the fairly recent changes I've heard from people about Game Maker Studio.

You cannot really compare the fps of the two, just trust us on this one. Additionally GM is using direct x instead of opengl, which to be honest is quicker on Windows, but don't take this as SFML is worse than GM. There's a bit more too it than pure graphics performance.

It is true that GM now generates C++ code and compiles it from the project, but that does not make it faster than a typical C++ game project.

GM is an engine, with it's own very limited language. Doing anything outside of the norm or something low level just doesn't work out well. You have far greater potential for cpu performance and code quality using C++ and SFMl than you would with GM. Graphically, a well designed game could use SFML without any performance problems for the user, for instance, say you were to draw an image 10,000 times and comparing it to XNA or something using direct x. While it's nice to have, it's not generally necessary to draw things this many times.

I'd say C++ gives you the tools to create a well designed (from a code perspective), great performing, flexible and efficient way to create the underlying game. SFML provides access to non-cpu bound tasks, as well as provide a simple, cross-platform layer for easy implementation of these features.

Compare cpu & gpu utilisation and memory usage instead.

84
General / Re: setup problem
« on: June 08, 2013, 12:49:04 pm »
It looks like it didn't link properly with the library in the IDE. Have a look through that area of the tutorial carefully.

85
SFML projects / Re: SFGUI (0.1.0 released)
« on: June 08, 2013, 02:19:57 am »
A work around with that whole dragging a window outside the window is only running sfgui update if the mouse position is not outside the window. Better than either the window disappearing or freezing the game right?

86
SFML website / Re: New website
« on: June 05, 2013, 11:55:26 am »
What does the new icon represent?

Unity, world peace, one nail in the coffin. I love it, but am uncertain as to what it is.

87
Feature requests / Re: Native Wayland Support on Linux
« on: June 05, 2013, 11:43:33 am »
Great video, needs some more car chases and gun fights.  ;D

I was under the illusion Wayland would remain compatible with X11.

This is going to give me nightmares, staring into the black abyss of X on my laptop.

88
SFML wiki / Re: [C#] TileMap renderer
« on: June 05, 2013, 09:58:56 am »
Hmm, maybe you don't realize how my implementation works.

I don't update everything every time view changes(btw. you should know that it is fast enough for most games). I update only rows or columns that appeared on the screen since last update. I would say, that it is even faster than static array,  cause I draw only tiles that are visible and with only one draw call. Your approach would draw whole chunk even if we see only one tile from it.

Sorry for resurrecting this thread, this method is of particular interest to me. I've looked around to find what this technique is called or any algorithms, couldn't find any info on it.

Awhile back I thought of this too for not just activating/deactivating objects but dealing with tile data over a network. I'd be very interesting in seeing your method, mine was a little bulky. Having to consider multiple tile skipping, all angles while making sure it's faultless.

89
Window / Unhandled exception error when trying to run?!?!
« on: December 30, 2011, 06:17:06 am »
2.0 snapshot*

Worth a try getting it from the Git repository and using Cmake to generate a make file.

90
Window / sfml-window.dll is missing from your computer
« on: December 30, 2011, 06:14:44 am »
Do you want to statically link the libraries or use shared (dlls)?

Just put the dlls in the working directory (the .exe), some IDEs by default set this directory. Or put in "\windows\system".

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