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Messages - Serapth

Pages: 1 [2] 3 4 ... 7
16
General / Re: SFML Complete Game Tutorial
« on: April 26, 2012, 04:39:04 am »
I've recently had some requests for a PDF version of this tutorial, which frankly will take some effort to create.  Just looking for a general consensus if it is worth my time to make such a thing, or is HTML good enough?

17
General discussions / Re: SFML 2.0 RC
« on: April 19, 2012, 01:38:47 am »
Does the move to SFML 2.0 decouple the OpenGL window stuff ( AKA, is it easier to port to ES 2)?

Regardless, congrats.

18
SFML website / Re: New forum
« on: April 01, 2012, 02:39:49 pm »
Well thats exactly why it's blocking me, it's a mobile.  That means the IP address is going to be highly recycled.  It also means I don't really own the IP ( it will change the next time I switch off 4g to LTE to 3g, etc... ) so white listing is going to be of little help. 


It's not a big deal, but is this a plugin you can set a threshold with?

19
SFML website / Re: New forum
« on: April 01, 2012, 02:08:30 pm »
Happened again, always with my mobile, this time logged in.  Took a screenshot this time.



20
General / Re: SFML Complete Game Tutorial
« on: March 30, 2012, 06:35:43 pm »
Hopefully soon, been a bit hectic in these parts.

21
SFML website / Re: New forum
« on: March 30, 2012, 06:34:59 pm »
It was not logged in, after solving the two math problems it allowed me access to the site.  At which point I logged in, and upon returning ( without logging out... does anyone actually log out? ), it didn't present me with the spam page.

22
SFML website / Re: New forum
« on: March 30, 2012, 04:20:56 am »
A page telling me I am probably infested with malware, which then makes me do a math problem, then redirects to an identical page with another math problem.

23
SFML website / Re: New forum
« on: March 29, 2012, 10:31:13 pm »
My mobile keeps getting an antispam prompt since the upgrade, quite annoying.

24
%WINDIR%\system32


This will work, but I promise you, it will bite you in the ass hard at some point in the future.  This is especially true for a library under active development.


I experienced this to a brutal degree working with the GAC ( the .NET equivalent ), that I will never EVER EVER use dlls in a global location.  EVER. 


Truth is, you just need to learn your IDE a bit better, you can simply specify a path and go from there.  It's not that difficult once you know the how of it.  What IDE are you using?

25
SFML website / Re: New forum
« on: March 26, 2012, 08:57:11 pm »
I like the new look, but have a bit of a warning for you.


You've now broken all inbound Google links, which will probably do absolute murder on your discovery rate from search traffic.  All existing google searches end up on this page ( http://www.sfml-dev.org/forum-redirect.php?t=5373 ), then the redirect doesn't take you to the proper thread.

26
General / Networking (tutorial) using SFML and NodeJS
« on: March 17, 2012, 07:17:42 pm »
Quote from: "julen26"
Really useful and interesting.

It's not difficult to create a simple server using directly sockets in C++, but why not minimize this work using a high level language like Javascript? Moreover, it can be extended with C++.

Nice tutorial man, thanks!



This is true, however making such a server scalable is a heck of a lot trickier in C++.  Nodes callback architecture is pretty slick for this type of thing, you can make things pretty massively parallel with almost no effort on the developers behalf.  In C++, you would have to roll that functionality yourself.  Node did a really good job making synchronous and asynchronous methods available.


And as you said, you can extend it with C++ if you want.  In fact, I believe someone has created SFML bindings for Node already!

27
General / Networking (tutorial) using SFML and NodeJS
« on: March 14, 2012, 06:19:45 pm »
Part 3 is now up.


By the end of this section, you will have a fully function high score server and client, as well as an ultra primitive high score website.  Not exactly production ready code, but it shows you basically everything you need to know to get started.

28
General / SFML Complete Game Tutorial
« on: March 10, 2012, 03:47:37 pm »
Quote from: "Jove"
Thanks Serapth, PM sent.

If we solve this I'll post the solution, however shameful it may be ;)



I think I know your problem.  You need to use the same build settings on your SFML library compile as you do for your game project.  For example, if you compile the debug release to use multithread debug, you need to do the same when you build sfml.  Also, in your release version, you are linking to the static libraries. ( -s ), which is a no no with the settings you have.

29
General / SFML Complete Game Tutorial
« on: March 09, 2012, 08:53:28 pm »
Quote from: "Jove"
Has anyone successfully converted the tutorial over to SFML2?

I have, but with a couple of strange issues.  In Debug I get an exception in SFML at:

Code: [Select]
void MutexImpl::Lock()
{
    EnterCriticalSection(&myMutex);
}


Similar error to some bad practices from me last year:
http://www.sfml-dev.org/forum/viewtopic.php?t=5654
(Nexus will be glad to hear I'm educating myself out of this!)


It seems to run in Release or from the .exe, but behaves very jittery indeed.

I also have another little project that uses some of the guts of Serapth's code along with the simple Image Manager tutorial on the Wiki. That too has these issues, better in Release than Pong, but still some odd things happen that don't make a lot of sense.



Hi Jove, read back earlier in the thread and there were a few people that successfully ported to 2.0, although I haven't really tried yet.

There is nothing in the project that should cause that error however.   If you are still searching for a needle in a haystack at this point, strip down your project  ( I do this so often I wrote a tool Project Cleaner to do that job for me ), zip it up and send me a link and I will see if I can find your issue.

30
General / Networking (tutorial) using SFML and NodeJS
« on: February 29, 2012, 03:42:51 am »
I am not sure how many people are interested, but I am putting together a series of posts on using SFML networking using SFML on the client and NodeJS on the server.


In part 1 it covers making a basic socket connection between SFML and NodeJS.

In part 2, it covers sending highscore data to a server.  In this case encoded using JSON and sent via UDP.


The next part will cover actually returning the high scores back to the SFML client ( and possibly to a web page).  

I also intend to cover creating a match making server for peer to peer matches between SFML clients.


Let me know what you think, if you have any suggestions, or of course if you spot any errors.  It uses SFML 1.6 and provides downloadable projects.  Node for those unexposed to it, is a server side platform utilizing Javascript.  By design, it is extremely scalable, something often quite difficult to accomplish with C++ based servers.  Of course, node extensions are written in C++, so you can extend it as needed.  If you haven't locked at Node yet and are doing some server side programming, you really should check it out.

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