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Messages - ChronicRat

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61
SFML projects / Re: Zombieland
« on: February 22, 2015, 06:01:29 am »
I did barrels' apocalypse with the whole island viewed on the screen. It looks very cool! =) Parameters of view are defined in scene.cpp. There won't be much time to add mouse wheel control for them.
Also there is island's size parameter. So there can be applied such behavior: if zombie is far-far from player he will stay and do not attack, that allow us to create very big islands.

62
SFML projects / Re: Zombieland
« on: February 22, 2015, 05:16:16 am »
This is the only way to survive... little more. =)

63
SFML projects / Re: Zombieland
« on: February 21, 2015, 09:34:49 pm »
You can set up to 30000 from command line.

64
SFML projects / Zombieland
« on: February 21, 2015, 05:49:09 pm »
I'm trying to get a new job, so they gave me a test task with the conditions: topdown shooter or whatever you want, 2000 active objects, several static objects, collisions etc, no game engines, no physics engines. 3rd party libs allowed. Time: one week. I decide to use SFML and GLM. All other code was written less than seven days. Graphics and sounds were stolen from internet, from www.opengameart.org mostly.
So today I was done the game, and it is Zombieland.
Enjoy!
Source code. May be it can be useful for someone new to SFML.
Binary.

http://youtu.be/zB1a2nTSgb0
http://youtu.be/D5RC1KXdaeM

65
SFML projects / Re: Crush!
« on: February 20, 2015, 07:25:14 pm »
I don't like platformers but this one is very nice.

66
General / Re: building SFML for android
« on: February 07, 2015, 06:16:49 pm »
Just search google and try it yourself. Nobody can tell you what to do exactly. Android NDK is not for beginners, it requires questions that contain 80% of answer.

67
General discussions / Re: Android and iOS ports available for testing
« on: February 07, 2015, 12:11:58 pm »
I use API 15 because is the same with my phone.
I have built with -DBUILD_SHARED_LIBS=0, but same error. I think I still need to edit some files in the example, but don't know where.
You can't just build static Android SFML. I made some changes in code and I used Tegra-Android to build it. https://bitbucket.org/SteelRat/gipe/src/711aa6630f0db3f277c4484ffc15f99051d368a3/deps/sfml/?at=default = there you can see what I done.

68
General discussions / Re: Android and iOS ports available for testing
« on: February 07, 2015, 09:32:34 am »
If this is the thing what I think, so I solved this problem by compiling against static SFML. And application can work with API-9 too.

69
Feature requests / Re: Object Loader (similar to AssImp)
« on: February 06, 2015, 09:47:20 pm »
From assimp site:
Quote
No external dependencies except boost
No dependencies... oh, yeah, just boost.

70
General discussions / Re: Android and iOS ports available for testing
« on: February 06, 2015, 03:20:13 pm »
Quote
We've just updated Nsight Tegra from version 2.0.0.14317 to version 2.0.0.15033 with the following changes:

    Fixed the soname of the built shared libraries (it was always empty)
    Fixed hangs/timeout issues some of the users were experiencing during the debug launch process
    Fixed inability to merge normal archives into a thin archive
    Fixed gdbserver uploading/choosing mechanism to continue if one of the steps throws an exception


This release is not a part of TADP3.0r4 and should be downloaded and installed manually: https://developer.nvidia.com/gameworksdownload#?dn=nsight-tegra-visual-studio-edition-2-0-refresh
https://devtalk.nvidia.com/default/topic/612548/nsight-tegra-visual-studio-edition/nsight-tegra-fixes-since-release-check-here-to-see-if-your-bug-has-been-fixed-/

71
General / Re: Implementing InputStreams
« on: February 04, 2015, 07:07:17 am »
I don't know what will do compiler's optimizer, but "isOpen" better as inline in header file.
I can share as I made it in my framework - https://bitbucket.org/SteelRat/gipe/src/711aa6630f0db3f277c4484ffc15f99051d368a3/src/filesystem/?at=default

72
SFML projects / Re: [Game] Croger
« on: January 30, 2015, 05:43:47 pm »
I added smooth turns to any angle and THE BUTTERFLIES!!! =)

73
Read about interfaces.

74
General / Re: Development concerns about SFML for Android?
« on: January 26, 2015, 07:56:56 pm »
Burn the heretic. Kill the mutant. Purge the unclean. We don't need Eclipse for SFML!

VS 2013 Community Edition + Tegra Android Development Pack

This is much easier than NDK's mk files, Eclipse or anything else. And it is free.

https://bitbucket.org/SteelRat/gipe there are several VS solutions that use TA: SFML, Lua, Box2D and others. Look in ./deps subdirectory.

75
General / Re: SFML 2.2 fails to compile.
« on: January 15, 2015, 12:14:06 pm »
That is why I not use compiler translated to Russian.  It is very hard to search with localised error messages. =)

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