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Messages - heishe

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91
General discussions / SFML 2.0
« on: June 08, 2009, 06:58:58 pm »
Quote from: "Nexus"
Quote from: "heishe"
What about an easy interface to create multiple viewports?
What functionality would you need which isn't provided by sf::View?


multiple cameras looking at different places in the world at the same time visible on the screen (think of the commandos games)

92
General discussions / SFML 2.0
« on: June 07, 2009, 07:11:56 pm »
What about an easy interface to create multiple viewports?

93
General discussions / SFML 2.0
« on: June 06, 2009, 04:51:25 pm »
Quote from: "Laurent"
Quote from: "heishe"
window::rotate

:?:


sorry, i meant to say view::rotate :)

94
General discussions / SFML 2.0
« on: June 06, 2009, 04:48:39 pm »
window::rotate

95
Graphics / Making a gui
« on: January 13, 2009, 08:54:36 pm »
the gui in the wiki is awfully slow.

96
Graphics / Optimizing tile-grid drawing
« on: December 27, 2008, 10:50:50 pm »
it doesnt matter how much % it takes away. just make sure your frames ps stay high.

97
General discussions / Future and desired potential
« on: December 22, 2008, 03:41:40 pm »
whats better about sdl? sfml has more features and is way faster than sdl (because of the lacking hardware acceleration support by sdl). you even have direct contact to the developer over here.

also, i myself find that sfml is way simpler to use than sdl. object oriented design just fits the human brain more.

98
General discussions / Future and desired potential
« on: December 21, 2008, 12:29:09 am »
i don't see why sfml isn't one of the "majors" already. everyone suggests sfml to everyone who's trying to get into graphics programming. when somebody comes and asks for sdl tutorials, they all say "just use sfml, it's better", and they're damn right!

99
Graphics / Best way to "SCROLL" an overworld map?
« on: December 01, 2008, 10:27:31 pm »
Quote from: "irri"
Thank you very much!
I didn't realise that sf::View was capable of doing such a thing. I thought  it only was for zooming and such. ^^

I have implemented it now.
Hmm, next thing to do is to load the map in via some file and make it draw only those sprites that shall be visible for the player.

Thanks


use tinyxml (search on google for the lib) and the xml file format for loading things, you won't regret it.

for only drawing sprites visible to the player, simply check which sprites collide with your "view-rectangle" and which do not. you can even take this a step further and divide your world into virtual zones, of which everyone handles pointers to the sprites belonging to them. that way, you dont have to do a collision check for every sprite.

100
Feature requests / Vectors and scalar operators
« on: October 19, 2008, 03:31:51 pm »
Quote from: "Nexus"
Quote from: "heishe"
ahh ok, who cares. i guess you wont get it.
Okay. I'm sure you are right, you must be right if you are debating like that... :roll:

Quote from: "heishe"
by the way, matrice classes would be nice but mostly useless in 2d applications.
Just because you never needed them? Okay, that is a really good reason.


i already said what i had to say, theres no need to "debate" further. you get it or you dont.

and no, matrices classes would not be useless because I don't need them very often in 2d applications, but because almost nobody is going to need them . of course they would be a perfect addition, but laurent is better off using the time to implement that by implementing vector stuff which would actually be useful to most of sfml's users, who decide to go a little deeper with 2d (game-)programming.

by the way, i too, am not making demands. this is still on the suggestion level 8)

101
Feature requests / Vectors and scalar operators
« on: October 18, 2008, 04:58:07 pm »
ahh ok, who cares. i guess you wont get it. by the way, matrice classes would be nice but mostly useless in 2d applications.

102
Feature requests / Vectors and scalar operators
« on: October 09, 2008, 05:52:45 pm »
how would implemented vector algebra change the usage of vectors in any way? and even if it did in any way, which it doesn't someone who wants to program graphics applications will be forced to learn about vectors anyways.

103
Feature requests / Vectors and scalar operators
« on: October 08, 2008, 04:52:05 pm »
that's not my problem at all. i already implemented it.

the point i'm trying to make with this and several of my other postings: sfml is a really awesome library, but it's not perfect. i don't program that much with sfml these days since i already have to program at work, and it gets boring really fast. but even in the short time, i've come across small missing features on (too) many occasions. and those were clearly things that belong to the lib / engine. vector algebra is one of these things. if you have a vector class, you should make it right. it's not that hard, but i consider it ugly looking code when there are that many things that i needed to implement myself, just because programmer of the lib doesn't bother with such seemingly obsolete and trivial problems (no offense lauren, i appreciate your work).

but here's one of the many 1 hour work things that you could implement that would make your lib even more awesome. it's ok to discuss  things like collision detection with sprites, since you want to keep your lib neutral , and cd is not a natural part of sprites themself. but thats not the case with vectors. you added them, and it's my personal suggestion that you should complete them. how can it hurt?

if you don't have the time or if you simply don't give a shit about this simply say it. you're not a business man and you can afford to simply say this. we will still love sfml and we will still appreciate your work 8). just don't pass off every second suggestions by saying "implement it yourself"

104
Graphics / does it makes sense to have a lot sprites of the same image?
« on: October 08, 2008, 04:34:14 pm »
having only one sprite that represents all the "tiles" you see on the screen won't increase the performance of your program one bit. you still have to write the same amount of if()'s . ok, it decreases memory usage a bit, but that doesn't matter anyways since sprites themselfs are not big at all. calling methods from different objects doesn't make a single performance difference, look up wikipedia or something how c++ is translated into machine code.

also only having one sprite completely messes up the most design patterns. you should keep the idea of object oriented design (you know, you try to program stuff like you think about it in real life). when you see 20 balls on the ground, do you see 20 different balls or just the same ball that is rendered 20 times?

zoning is better. split up your map into different zones. every zone knows which objects are currently in it. in addition, every zone knows which zone is next to it. it makes sure that objects are correctly translatet between zones.

you just have to make sure that only the zone which the player can currently see is calculated.

of course thats just the standard idea. if you try to program a more complex game or something you'll end up having to adapt this whole idea a lot.

105
Feature requests / Vectors and scalar operators
« on: September 26, 2008, 04:03:32 pm »
Quote from: "Nexus"
In this case I would anyway program an own vector class.


I thought not having to program the basic stuff yourself was the purpose of libs like this.

anyways it's laurents call, i think it would be a nice addition and would help the growth of the library.

greetings,
travis

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