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Messages - heishe

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46
General discussions / SFML 1.6 and 2 BUGS
« on: March 13, 2011, 07:58:54 pm »
Almost finished what? Both bugs, ATI HD xxxx bug or x windows bug?

47
Graphics / Drawing thousands of sprites
« on: March 05, 2011, 11:44:20 am »
Quote from: "Laurent"
There's probably nothing you can do, SFML 1 is bad at drawing too many things (it generates too many driver calls).

If you're not afraid you can switch to SFML 2. If all your tiles are inside a single image, you should see a big speed improvement.


So, a question on that topic: How does SFML2 draw things anyways?

I know SFML1 simply does a draw call for every sprite, and therefor it's pretty bad since even modern high end graphic cards can't handle more than maybe 10000 draw calls per frame and run at 60fps or more.

But how does SFML do it? If it used vertex arrays (does it?) you could basically draw a 100.000 (well maybe not that many, but a LOT ) sprites at a very high framerate, since the actual amount of vertices doesn't even scratch modern graphic cards.

How does rendering to a render image (etc.) work? What happens when I call sf.:Sprite::Draw() or RenderImage::draw()?

48
SFML projects / ParabolaEngine - 2D Game Framework
« on: March 02, 2011, 12:37:59 am »
Very nice!

49
SFML projects / ParabolaEngine - 2D Game Framework
« on: February 25, 2011, 02:45:07 am »
That's even better! I'm looking forward to this.

50
SFML projects / ParabolaEngine - 2D Game Framework
« on: February 24, 2011, 11:11:58 pm »
I have been waiting for a framework like this literally FOREVER.

If you want to make all my dreams come true, please consider adding game-networking support (making it easy to set up servers and clients and synchronize data between them).

So pumped for this.

51
Graphics / Quick question regarding copying of sprites.
« on: February 16, 2011, 11:05:02 pm »
When I copy a sprite

( spritea  = spriteb or my_sprite = new sf::Sprite(someothersprite))

does it create a hardcopy of the image or does it just copy pointers to the copied image.

52
Window / I just do not know what to do!
« on: January 10, 2011, 04:58:19 am »
Hey,

I'm pretty sure that problem is 64-bit related. I get the same error (and I mean that when launching any sfml app) on two of my 64 bit machines where I don't have properly compiled 64-bit dlls and libs for SFML (it doesn't seem to work with the 32 bit libs), but not on my 32 bit machine.

(was posted here:
http://sfml-dev.org/forum/viewtopic.php?p=25747#25747

53
SFML projects / Re: Very odd...
« on: January 10, 2011, 04:57:53 am »
Quote from: "MarsCoreTeam"
The problem you're describing is veeeery odd... ;)
We know some others who share this problem. It seems to be sfml-on-windows-related, not directly to mars, since it happens to every application which makes use of sf::Window. I will post over there: http://www.sfml-dev.org/forum/viewtopic.php?t=3830 because the poster there seems to have the same problem. Stay tuned, this will get fixed, since it seem to be a bug of SFML itself!

Greetings,
Simon


Hey.

I'm pretty sure that problem is 64-bit related. I get the same error (and I mean that when launching any sfml app) on two of my 64 bit machines where I don't have properly compiled 64-bit dlls and libs for SFML (it doesn't seem to work with the 32 bit libs), but not on my 32 bit machine.

54
General / [Solved] Resource Manager
« on: January 03, 2011, 05:18:05 pm »
Advice: Learn C++ first, then program games.

Sentences like "can I do this without pointers? I never really understood them" should NEVER come out of the mouth of someone who programs games.

55
SFML projects / M.A.R.S. - a random shooter
« on: January 03, 2011, 05:05:16 pm »
cmake won't work either. it aborts with failures about SFML-libs (seems like the cmake build is dependent on some SFML libs).  premake, I don't know how to compile thep remake script.

56
SFML projects / M.A.R.S. - a random shooter
« on: January 02, 2011, 02:28:03 am »
game doesn't start for me. just opens the console, it stays black forever and nothing happens ;)

windows 7 64 bit. core 2 duo processor, ati 4890 hd. 2gb ram.

browsing through the code now.

57
weird though. 64 bit and 32 bit systems aren't different like... at ALL. the only way they differ is the address bus length in the CPU, and obviously the lengths of the amount of bits in the ALU etc.

and unless you're using 64-bit constructs within your program (which I'm not), I don't understand why it wouldn't run on a 32 bit machine.

after all, the addresses on the ram that are addressed in the code are the same as in 32 bit, as long as I'm just using <~3.5 gb of data, after which they exceed the range and are full 64 bit. as of right now, the adresses are in 64 bit in a 64 bit program, but half of the bits are just zeros.

very weird.

edit: might it be that on a 64 bit system, the 32 bit floats are different too? as I remember it, 32 bit floats are something like 1bit signed/unsigned, 9 bit char, and rest mantissa. that might create problems.

58
When I compile a project that uses SFML on a 64 bit system (obviously using libs and dll's that were compiled on the 64 bit system too), can I distribute the program together with the 64 bit dll's and it will run on 32 bit system? Or do I have to distribute it together with the 32 bit dlls? Or do I have to compile the entire project on a 32 bit system and distribute 2 different versions of the program?

59
General discussions / Yet another Box2D Positioning Issue
« on: December 10, 2010, 01:44:14 pm »
Quote from: "Kordman916"
After running the code and making a couple changes I was wondering...

How would I replace the white box with an image?


for rectangles, you can simply use sprites, for more complicated shapes, there's no way to do that yet since SFML doesn't support textured shapes.

You'd have to create an image file that specifically looks like the shape (lets say a rock), then use it with a sprite and lay it over the box2d shape. this way, it's going to be an actual rectangle, but look and behave like the shape you desire.

60
General / How can I group shapes/lines together?
« on: December 08, 2010, 05:52:22 pm »
I think you can set the center of the other arrows two head lines to the middle of the other line, so they rotate around that.

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