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Messages - heishe

Pages: 1 ... 6 7 [8] 9
Feature requests / Vectors and scalar operators
« on: September 23, 2008, 11:11:47 pm »
Laurent, could you add them? Shouldn't take too long..

General discussions / Benchmark : SDL vs SFML
« on: September 22, 2008, 08:06:08 pm »
you can still compare sdl to sfml. both are wrappers (sfml starting to lean towards the 2d engine area).

you could argue that sdl with opengl would at least be just as fast, but using sdl + opengl is nothing different from just using pure opengl. you just use sdl for creating the window and handling events anyways.

plus if you use sdl + opengl you don't automatically get this nice oop layout that sfml has.

Window / View::Rotate, not there, how to simulate it?
« on: August 30, 2008, 12:54:41 am »
please do it fast, im not good enough at graphics programming to implement what you suggested myself.

Window / View::Rotate, not there, how to simulate it?
« on: August 27, 2008, 01:54:04 am »
If i just want to rotate the whole scene, how could I do that without setting the center and rotating every single object manually?


Feature requests / C++ (And others too) aliases for functions
« on: August 25, 2008, 09:24:46 pm »
Quote from: "Daazku"
Quote from: "quasius"
The point is, there's no "standard convention."



Feature requests / sf::Drawable::GetPosition
« on: July 22, 2008, 11:09:33 pm »
Quote from: "Nexus"
Did you watch the intellisense list? Or doesn't the code work if you use a GetPosition() method?

In VC++, the intellisense database is sometimes upset. Rebuilding the project or whole solution and deleting the database file (*.ncb) will help.

it was something completely different and i dont want to go into it because i dont want to embarass myself :D

Feature requests / sf::Drawable::GetPosition
« on: July 18, 2008, 11:49:54 pm »
Quote from: "Wizzard"
There is a sf::Drawable::GetPosition method. :shock:

that's weird... maybe a vc issue... (i use the 2005 edition which is vc8 i think)... gonna look into this a little more and check back here.

Feature requests / sf::Drawable::GetPosition
« on: July 18, 2008, 06:53:24 pm »
Is this not possible because of the class hierarchy? Sounds weird to me because drawable has "SetPosition" but no "GetPosition" method.

Would it be possible to add taht in future versions? I'm currently writing a 2D Game Framework using sfml and clipping doesn't work at the moment because i can't get the position of my sf::Drawables inside my SceneManager class :)


btw: great library. way better than SDL or anything else i've seen so far.

Feature requests / sf::Shape::Line arguments
« on: July 18, 2008, 06:51:45 pm »
yeah both would be no problem either :)

Feature requests / sf::Shape::Line arguments
« on: July 14, 2008, 06:24:50 pm »
Quote from: "Wizzard"
Does it really lead to cleaner code? I figured Vector2f was just for convenience when getting positions.

Setting positions via vectors, however, in my opinion, doesn't really provide much convenience other than when the position is from a get function.

For example, we could make lines that connect dots with this code:
Code: [Select]
sf::Shape circle1(sf::Shape::Circle(40, 40, 25, sf::Color(255, 255, 255)));
sf::Shape circle2(sf::Shape::Circle(600, 600, 25, sf::Color(255, 255, 255)));
sf::Shape line(sf::Shape::Line(circle1.GetPosition(), circle2.GetPosition(), 5, sf::Color(255, 255, 255)));

Rather than:
Code: [Select]
sf::Shape circle1(sf::Shape::Circle(40, 40, 25, sf::Color(255, 255, 255)));
sf::Shape circle2(sf::Shape::Circle(600, 600, 25, sf::Color(255, 255, 255)));
sf::Shape line(sf::Shape::Line(circle1.GetPosition().x, circle1.GetPosition().y, circle2.GetPosition().x, circle2.GetPosition().y, 5, sf::Color(255, 255, 255)));

if you like the second example better than the first one, you have a weird taste for good code.

Window / Bottleneck sf::Event
« on: July 12, 2008, 02:28:25 pm »
since handling events is heavily a part of the operating system, you should try to run your program on other PCs and see if the bottleneck exists there too.

Feature requests / sf::Shape::Line arguments
« on: July 11, 2008, 06:52:31 pm »
Quote from: "Daazku"
The problem is: Another user will do the same post than you guys.. Maybe with better arguments... Laurent can't change function signature just because of that..... But the overload of the function is not a bad idea...

no, there are no better arguments for single values. if he designs a vector2f class for that, then he should use it. anything else would be bad / ugly code.

Feature requests / sf::Shape::Line arguments
« on: July 08, 2008, 05:59:07 pm »
Quote from: "Laurent"
Well, if I do so, another user will come tomorrow and say that float P1X, float P1Y,float P2X,float P2Y is much clearer / consistent / whatever.

Whenever possible I provide two versions of the functions taking points as parameters, but for those ones I'd like to keep one version.

If you like to keep one version, there are more reasons for Vector2f.

After all, what is Vector2f for if not for those things? A structure combines different values to make them available in a more logical and compact hierarchy.

From the sourcecode side, i have to type things like this all the time, which is just annoying:
Code: [Select]

//Creating a line between a sprite and the mouse pointer
Shape s = Shape::Line(m_sprite.GetPosition().x,m_Sprite.GetPosition().y,m_mouse.x,m_mouse.y...)

This would be much easier if it were just 2 vectors where i could write:
Code: [Select]

Shape s = Shape::Line(m_sprite.GetPosition(),m_mouse.xy,...)

Long lines like the first one make the code longer and harder to read, and they are also annoying to type.

Maybe it's okay like the first case for other things, but a Point is the perfect example of why to use a structure and not bare float/int values.

Of course all that goes for the other methods as well, like, AddPoint and so on.

Feature requests / sf::Shape::Line arguments
« on: July 08, 2008, 03:44:54 pm »
I think to go with the rest of your lib, you should change the first 4 arguments of that method from float P1X, float P1Y,float P2X,float P2Y to Vector2f p1, Vector2f p2;

Just a small change, but it would look more nice and it would make the sourcecode a little tigher for us.

Graphics / [Solved] More Advanced PostFX(Shading) Tutorial
« on: July 07, 2008, 08:16:13 pm »
Quote from: "Laurent"
Post-fx tutorials are back, thanks to Google cache.

Should be clearer now ;)

oh, so they were REALLY screwed up. i reread them like 5 times and wondere where my english knowledge went.

by the way, sorry for posting in the wrong forum.

the new (old) tutorial is great! thanks

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