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Topics - Tex Killer

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1
SFML projects / Little Scout [LD#38 Jam]
« on: May 04, 2017, 09:43:49 pm »
Hello, guys!

I've participated in another Ludum Dare, this time by myself! (The other members of the team weren't available)

Since I had to take care of everything, Little Scout ended up with less content than Shifting Temple, our previous LD entry, but it works, and I've added some new features to my engine in the proccess!

The LD entry page is here: https://ldjam.com/events/ludum-dare/38/little-scout
And you can skip straight to the download here: https://texkiller.tk/LittleScout.zip

I am very thankful for any feedback!  ;D

2
SFML projects / Shifting Temple [LD#35 Jam]
« on: May 10, 2016, 11:18:39 pm »
Hey guys!

One year and a half after Morpheus, we've participated on another Ludum Dare Jam! This time, we were able to do everything that was planned! (with some bugs that had to be fixed after the Jam, but the game itself was done in time!)

If anyone wants to try it out, the entry page is this: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=7901
And the download link is this: http://texkiller.tk/ST/ShiftingTemple.zip

The engine is the same used on Morpheus, but with a bunch of bugfixes. It uses a modified 2013 snapshot version of SFML and a modified version of Bullet Physics.

Thank you very much for any feedback!  :D

3
General discussions / Replacement for OpenAL
« on: September 17, 2014, 07:41:54 pm »
Yeah, I've searched for a while, but I am surprised I didn't find any cross-platform library to compute spatial audio. It shouldn't be so hard, right? The actual audio output could be provided by multiple libraries, but spatial audio calculations seems to be exclusive to OpenAL and FMOD (proprietary).

There are some obscure libraries able to compute HRTF audio (which uses a "model" of the ear to make realistic sounds for each channel, at least on headphones), but I also couldn't find a cross-platform library for that. The closest I got was the slab3d library (http://slab3d.sonisphere.com/), that is licensed on the NASA Open Source Agreement, but it is said on the site that it is made for Windows, so I am not sure if it would work on other platforms. It also has a lot of features that are not neccessary for SFML.
There is a demo that someone made using it here (watch it with headphones):
https://www.youtube.com/watch?v=c4MBEoBHTf4

By the way, if I understood the NASA license correctly, we could use the library (even with static linking) as long as the library's code and eventual modifications we do are released, and we can keep our own code closed. Would that license be acceptable to use on SFML?

4
SFML projects / Morpheus - Ludum Dare Jam #30 Entry
« on: September 01, 2014, 07:10:31 am »
Hey guys!

We've finally managed to create a "playable" game for a Ludum Dare with our own engine!

Here is the link: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=7901

The concept (as always) was bigger, but at least it is playable.

My engine uses a 2013 snapshot version of SFML with changes to the audio module to allow for music loops. It uses a modified version of Bullet Physics for the physics simulation.

Hope you guys like it!

5
Graphics / Polygonal views
« on: December 04, 2012, 01:59:46 am »
Hi

What I want to do is a view with the shape of a polygon, so that I can cut the screen however I'd like with as many cameras I'd like (mainly for split-screen multiplayer games, but does have other uses).

I think there is currently no clean way to do this. I know I can create a RenderTexture, draw on it, then draw a vertex array using the texture, but having a better way to do this would be good.

From what I've seen, I think there is an issue on the tracker for "clipping masks" that would solve this. Is that right? What is the status on that?

Thank you very much.

6
General discussions / Possible changes in the audio API
« on: November 03, 2011, 03:47:07 pm »
Hello guys...
Laurent told me to create a new topic about my sugestion on the audio API.
My point here is that users cannot play chained parts of songs in a decent way with the current API. I've made some changes on my local version of SFML trying to accomplish something like that. Here is a version I changed a little from the one I'm currently using to show you:

EDIT: Code updated and upgraded.
I've renamed the class to Playlist, and changed some of the C fashion design of mine (the best I could with my limited C++ knowledge)
Now it is possible to return to a previous item during execution, and you can limit how many times it returns.
It is still not equal to my local version, but it can accomplish pretty much the same.


Inside src/SFML/Audio:
Playlist.cpp
▼ Download
• You also have to alter CMakeLists.txt and add this lines among the similar others:
Code: [Select]
    ${SRCROOT}/Playlist.cpp
    ${INCROOT}/Playlist.hpp
Inside include/SFML/Audio:
Playlist.hpp
▼ Download

Inside include/SFML you have to alter Audio.hpp and add this line among the similar others:
Code: [Select]
#include <SFML/Audio/Playlist.hpp>I think these are the only changes, but I may be wrong. I've made a minimal example showing how to create a list and add sounds to it specifying (or not) the start and end positions in milliseconds:
Main.cpp
▼ Download

By the way... How hard would it be to incorporate a library like FAAD2 on SFML to make it possible to use AAC sounds? I think this format is the one with the best compression at the moment.

PS: Sorry about any english errors... English is not my main language.

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