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Messages - zsbzsb

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C / Re: Error building csfml master with msvc 2010
« on: June 09, 2016, 01:36:43 pm »
On windows the default is to link SFML statically.

DotNet / Re: How to hide the sfml .dlls from my solution explorer?
« on: June 09, 2016, 01:34:17 pm »
Yes, that is why your post build command would copy from the libs folder (or w/e you name it) to the build folder.

Something like this would work:
xcopy "$(ProjectDir)/Libs/*" "$(ProjectDir)$(OutDir)" /sy

DotNet / Re: How to hide the sfml .dlls from my solution explorer?
« on: June 04, 2016, 09:22:31 pm »
Speaking of the CSFML dlls here, just put them in any folder you please and then use a post build command to copy them to the output (build) folder. No need to put them in your project as individual files.

General discussions / Re: SFML 3 - What is your vision?
« on: May 24, 2016, 01:55:20 pm »
For SFML 3.0 i hope you'll still maintain the C# binding :p

Of course that will still happen.  :D

It would be nice to have extended features for Vectors, like Lerp/Distance, and an official tweaning api would be great addition i think

Highly unlikely as that is a high level API, but everyone can dream...  ;)

Console support would be cool too :p

What do you mean by that?

DotNet / Re: High CPU usage with very basic SFML program
« on: May 17, 2016, 04:43:17 pm »
you're posting false information.
If you don't call SetFrameLimit(0) you will get high CPU load even with SetVerticalSyncEnabled(true).
At least SFML.NET has this issue.

This topic is related to SFML.Net which has this issue 100%, so please stop posting false information.

If you haven't noticed, I've been the one maintaining CSFML/SFML.NET and I am familiar with the entire code base. So unless you have facts to backup your claims stop making them.

Fact #1: SFML.Net does not reimplement SFML in C#, instead it is just a wrapper API on top of the CSFML API which is a wrapper on top of SFML. No functionality is changed.

Fact #2: CSFML/SFML.Net do not make any hidden calls to native SFML objects that you do not call yourself. This means that all SFML objects when initialized are in the same state as when you directly use SFML. So if you have to call SetFramerateLimit(...) in SFML.Net you would also have to do it directly in C++ to avoid this phantom 'bug' you describe.

var window = new RenderWindow(....);
// No other calls

... is absolutely the same functionality wise as:

sf::RenderWindow window(....);
// No other calls

So until you are ready to prove how the functionality differs or do your own debugging as to why you think SFML.Net is responsible for something that is simply not the case, stop spreading your false information. I can talk all I want about how I landed on the moon during the Apollo missions (no I actually didn't), but until I actually show proof that I did that its just blatant lies. All you have done is make a claim without showing any proof whatsoever.

DotNet / Re: High CPU usage with very basic SFML program
« on: March 26, 2016, 04:29:56 pm »
It's old SFML bug. You should call setframelimit even if you don't using it (just pass zero). Otherwise you will get high cpu usage. And you should not use vblank sync and frame limit simultaneously.

So, try to use:

It help me to solve this issue

Will you please stop posting false information, there never was, never has been a bug that required you to call SetFramerateLimit if you didn't plan on using it.

DotNet / Re: High CPU usage with very basic SFML program
« on: March 25, 2016, 04:34:45 am »
Its very much possible that the driver authors were lazy and implemented vsync with a busy wait loop  :P

Either way, it is missing from the SFML.Net bindings so it should be added as it is part of the public API.

Graphics / Re: AW: Fullscreen Rendering between Game States
« on: March 09, 2016, 03:55:49 pm »
Fortunately I do have a much more simpler example that I use to test out the framework that I've built. It has very few graphic objects per states (although you get to see the post process effects I've done :P).

If this is really an issue with SFML and not your own code then you should be able to reproduce it without your entire code base (less than 200 lines).

General / Re: Converting from VertexArray& to const Vertex*
« on: February 26, 2016, 05:47:55 pm »
I'm not familiar with Haxe, but in general C++ is very hard to write bindings directly for. This is why the CSFML binding exists. You might have better luck writing your binding on top of the C interface.

Feature requests / Re: Vulkan Support
« on: February 26, 2016, 05:40:52 pm »
Honestly what I would like to see instead of just support for say Vulkan or OpenGL ES would be support for interchangeable backends. That way even if say SFML officially doesn't want to support DirectX the community members could more easily contribute something like that. That in itself would give SFML the flexibility to work on just about any hardware/platform if someone was willing to contribute the backend.

Interchangeable backends are pretty much what we already do when it comes to supporting multiple platforms, so why not make it the same when it comes to the rendering APIs?

AMD recently stopped supporting the drivers for my hd5850, which does support opengl 4, but the latest supported drivers for my card does not support vulkan.

This is my case right now, I am currently using a HD5670 and had wanted to try out Vulkan... Won't be an issue much longer as I will be building a new rig soon, but for now it kinda sucks for people with 6 year old hardware.

DotNet / Re: VS2015 - iOS App with C# and SFML
« on: February 25, 2016, 06:16:40 pm »
Theoretically at some point SFML.Net will be able to target mobile platforms, but for now its not supported.

SFML game jam / Re: Wanna another? (early 2016 edition)
« on: February 09, 2016, 01:48:18 am »
Why do organizers hand-approve and rephrase ideas? That essentially makes them the decisive force, not the community. I agree that such intervention would be a good thing when the topic is inappropriate, for example when it's too broad (like "puzzle" one time). But why rephrase? Furthermore, it's not 100% clear at what stage this happens -- it seems to be before the voting even stars. But then, a lot of interventions would be required, because several topics are not ideal to base a jam on.

This part comes directly from implementation and isn't my invention. From my point of view, any good, non-duplicate ideas should be let through and rephrasing should mostly be used only for fixing obvious grammar errors or similar troubles, possibly replacing a vulgarity with some equivalent meaning in otherwise good ideas. What were the original intentions would know only zsbzsb.

No, organizers are not decisive force at all. All that is done if a theme is appropriate and not generic like 'puzzle' (yes Nexus I know how much you disliked that jam ;)) is that the organizer can click on it [approve/disapprove] and it will be voted on by the community. Now the ability is there for the person with permission to edit a theme suggestion to whatever they want (if theme suggestions are still open the user will see those changes), but it isn't used that way (same way a mod has permission to edit posts on a forum, but they don't). It is there to be used as a grammar correction tool ('massive puzzle' => 'Massive Puzzle') so all themes appear consistent on the site.

@Eremiell mentioning theme approvals is not necessary in the rules. The way it is done may change and really should not have an affect on the outcome of the jam. It was added simply to avoid the problem of having generic/uninteresting/bad themes in the voting rounds.

Why are game voting categories only known at the beginning of the game voting phase? (Name that differently, to not confuse it with theme voting). If the developer is left in the dark regarding what matters in the end, he can't optimize his game accordingly. For example, if "closeness to the theme" is not one category, the whole point of adhering to the theme is defeated.

I worded this part this way, because even I have no idea, how far this is in implementation and what are zsbzsb's intentions with it. My idea about it is pretty much copy-paste what LD got, but we can discuss the categories. I believe zsbzsb should be able to add or remove categories pretty much on go, but last time we were talking about his feature, it was something yet to be implemented.

Categories in LD are hard coded into their site, its always the same for every jam. That said, I can make categories customizeable per jam - but they would be announced with the jam. There is no reason to withhold that information from anyone.

SFML game jam / Re: Wanna another? (early 2016 edition)
« on: February 01, 2016, 08:23:40 pm »
I may be mistaken about the voting. I seem to remember the ability to remove a vote but I may have dreamed that.

Nope, nothing is permanent until that state/round is over. You can edit your theme suggestions until suggestions close and you can change your vote until the round is over (and the results are shown) ;)

Feature requests / Re: Support robust context creation
« on: February 01, 2016, 05:58:22 am »
The benefit of a robust OpenGL context is that the programmer will get notified when a graphics reset happens and he can handle the behaviour of the program in that case.

I'm not against something like this, but it begs the question - how? Say support is added for 'robust' contexts, how will a user be notified? Then say there is a way to get the notification, what will the user do then? SFML doesn't provide any way to easily recreate the context associated with a window without recreating the entire window.

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