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Messages - Jebbs

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91
I'm guessing you meant OpenGL 3.2?

Anyways, it is currently not supported on OSX(Unless I am mistaken).

More information on the issue here: https://github.com/SFML/SFML/issues/84

92
General discussions / Source code consistency
« on: March 01, 2014, 08:50:25 pm »
Basically, I was working on a project and thought to myself that I could do a much better job at being more consistent with the over all layout of my code and I was wondering if there were certain rules or guidelines that SFML uses for its source and how that process works. When I talk about consistency, I am mainly talking about how the layout of  each file is structured in terms of what things go where and in what order, and how things are named.

How does everyone here keep their stuff clean and consistent? Do you have your own set of rules you follow? Does it even matter to you?

93
SFML game jam / Re: Jam 2 completed! Now what?
« on: February 16, 2014, 08:49:09 pm »
Hey everyone!

I've been busy again, so sorry for the delayed response!

Anyways, I think having a secondary event that is longer would be a cool idea!

There are two ways I am thinking about how to make this work:

1. The longer event coincides with the regular jam and has the same theme. It is just a way to give people with busier schedules a chance to participate.

2. It is a completely different event that happens at a different time with a different theme than the 72 hour jam.

I'm on the fence about which one would be better. What are everyone's thoughts?

I think I like the length of 1 week, but maybe it should be longer? 2 weeks? Anything more seems a little long. Also, as eXpl0it3r pointed out, "jam" might not be the right term for such a thing. I had the thought of calling it a "game run", but I think we could come up with something better.

Awesome suggestion, Tank!

94
D / Re: dub tutorial - compile error..
« on: February 16, 2014, 08:26:42 pm »
Hi there!

It looks like there might be an issue or two with the 32bit pre-built binaries I put up. Try building from scratch, or wait a couple of days for me to get some newer ones while I get back into the groove of working on the library again.


95
SFML game jam / Jam 2 completed! Now what?
« on: February 03, 2014, 11:44:43 pm »
Hey everyone!

First off, great job to everyone that participated! I'm going to go through all the games tomorrow/Wednesday and try them out!

Also, a very, VERY big thank you to zsbzsb for not only finishing the site, but for also essentially taking over organizing everything for me during the life craziness that has been plaguing me lately. We couldn't have done it with out him!

Moving forward, I'll see if I can talk him in to continuing to help me out, especially with web development. Getting the website up was huge, and with that in place we should be able to provide more features for everyone within a more manageable time frame.


Thanks again to everyone that participated! The next one(May 30th) will be even better!

96
Graphics / Re: How to use OpenGL3?
« on: January 25, 2014, 08:40:52 pm »
I have downloaded SFML from github and built it myself, GLEW should be included in SFML right?

GLEW is used internally, yes, but you still need to include it if you yourself want to use it too.

Don't forget to read the tutorials carefully!

http://www.sfml-dev.org/tutorials/2.1/window-opengl.php

97
SFML game jam / Theme suggestions now open!
« on: January 22, 2014, 02:03:23 am »
If you weren't already aware from the thread about the jam's website, submitting theme suggestions is now live!

http://sfmlgamejam.com/

Make an account on the site and get to it!

Voting for the theme will take place in a few days.

98
SFML game jam / Re: Website News
« on: January 21, 2014, 02:00:06 am »
Yes!

Almost as soon as I made my original post, zsbzsb set me a message and has since taken the lead on the site.

Looks like we might be in luck after all!

99
SFML game jam / Website News
« on: January 20, 2014, 07:28:33 pm »
Hey everyone,

Just wanted to announce that the website will most likely not be ready in time for the jam. This is due to a lot of personal stuff, mainly me going back to school full time and I just don't have enough time to get all that I want done and still have enough time for work and school. Sorry guys, I'm just feeling a bit overloaded right now.

So, in light of this news I will be opening up another theme submission thread today so we can get that going and start deciding a theme for the jam.

Hope I didn't let to many of you down. :(

100
SFML game jam / Re: Open GL - Yes/No
« on: January 16, 2014, 04:52:38 am »
On a side note, do we have a theme or a pool of themes already? I'm not sure if I ll be able to participate, but I'd like to :D

The website only needs a few more things before it has all the functionality I want it to have, but once I have the poll stuff finished I'll get the ball rolling on picking a theme. I just  got a little overwhelmed due to homework during the last few days, but it should be ready before the weekend.

101
SFML game jam / Re: Open GL - Yes/No
« on: January 13, 2014, 12:03:01 am »
Although I haven't chimed in until now, I have been reading the new posts. It really is a tricky thing since I feel like both sides have good arguments. I feel like a bit of a flip-flopper that can't make up his damn mind, but right now I am kind of agreeing with Nexus and his suggestion.

I still think the SFML Game Jam would be the opportunity to show to the world how much one can achieve with SFML within a very short time. It demonstrates that even without OpenGL knowledge, it's possible to develop nice games. This is the whole point behind the SFML Graphics module: Abstracting low-level operations and OpenGL while still remaining very flexible.

Since OpenGL was allowed last time, why don't we make a test run without OpenGL this time? Then we have two scenarios to compare and to take our lessons from.


The reason I am coming around to this is because, well, it is called the SFML Game Jam after all! We really should be using as much SFML as we can.

Like I have said in the past, I don't really like the idea not allowing OpenGL only because I think it would be silly to not let someone make a 3D game if they wanted to. That said, if we change it to only being able to use SFML(At the core. Frameworks/libraries built on top of sfml are still ok), then everyone is on the same level and has to use the same set of tools to make their game.


Can't we rely on people's common sense and ditch all those technology rules?

Maybe we should!

Kind of an interesting idea, really. An honor-system jam?

102
General / Re: Help With SFML
« on: January 10, 2014, 03:25:36 am »
I don't recommend downgrading to Visual Studio 2012, you lose a lot of precious C++11 features.

Installing SFML from source is really not that difficult. A user even built an installer to ease the process.

Agreed on both accounts. And building from source, specially on Windows, takes 5-10 minutes if you read the documentation.

103
General / Re: Help With SFML
« on: January 10, 2014, 01:08:49 am »
As long as you used the correct libs, yes that would work.

104
General discussions / Re: Understanding The syntax of SFML.
« on: January 05, 2014, 10:30:04 pm »
It is a namespace like std. Use
using namespace sf;
if it bothers you.

Never use "using namespace" for any namespace. It is widely considered bad practice due to causing namespace collisions and the fact that the namespace clarifies where a function/class/etc is coming from, making code a bit easier to understand and making it easier to find the proper documentation for a function/class/etc.

Don't say never. You can use "using namespace" in a scoped block which can be advantageous. What you really don't want to do is use a namespace outside of a scoped block, such as in the global space of a header file. You can read here (http://stackoverflow.com/questions/223021/whats-the-scope-of-the-using-declaration-in-c) for more ideas.

Wow, that's pretty sweet! I guess I never thought to do that, haha.

105
D / Re: DSFML-C "Nightlies"
« on: December 30, 2013, 09:33:42 pm »
Having trouble using the nightly DSFML-C on Linux. My dub config looks like this:

Code: [Select]
{
    "name": "shmup",
    "stringImportPaths": ["content/"],
    "lflags" : ["-Llib"],
    "libs": [
        "jpeg",
        "GL",
        "GLU",
        "GLEW",
        "freetype",
        "X11",
        "Xrandr"
    ],
    "dependencies": {
        "dsfml:graphics": "~master"
    }
}

I have the DSFML-C shared libraries in "lib" in my project folder, however, when it comes time to build, the linker spits back this error:

Quote
Linking...

undefined reference to everything!

collect2: error: ld returned 1 exit status

This problem happens because DUB includes all the libraries before the DSFML-C libs, so you get all those pesky undefined references. This was a problem someone else had mentioned to me, but I only just had fixed it last night. Maybe DUB hasn't updated the repo on your computer yet? You shouldn't have to add all the libraries any longer either. They are now included automatically.

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