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Topics - Hiura

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1
General discussions / Goodbye
« on: April 28, 2019, 06:45:02 pm »
Hello guys,

I think I've been avoiding this for a while now. As you've seen in the previous years my contributions to SFML have been slowly decreasing to reach zero. It was a long, yet enjoyable ride during which I've learnt countless things and will keep good memories of my time around here, but I feel I won't make contributions soon either so I'd rather make it official and step down of the "SFML Team".

I wish all of you and the community as a whole the best -- and thanks already to all of you who are contributing, especially those who have made the macOS implementation better! Above all, have fun! ;)

Cheers,
Marco

2
General discussions / Using SFML on OS X? Wanna test new features?
« on: February 04, 2016, 02:18:44 pm »
Hello Community!

As you may know, bugfix and feature requests are reviewed before being merged into the master branch. This ensures the quality of SFML codebase and works great for pretty much all PRs.

But SFML could use the help of a few members from the community to test those Pull Requests, especially on OS X -- we have a continuous integration facility for Mac but sometimes a human being knows better!

So, do you use SFML on OS X? And do you want to improve its quality?  Yes, you do, I'm sure of it!  ;D

Currently there are these PRs that require testing:
  • #1042: OS X improvement: warnings + bugfix + refactoring, the lot!
  • #614: Feature/grab mouse; depends on #1042
  • #1057: Update OpenAL-soft for OS X to version 1.17.2

Thanks a bunch!

Oh, and if you use iOS too, there's some stuff to be tested as well!

3
General discussions / [Android] Call for help building dependecies
« on: December 22, 2014, 11:04:54 pm »
Hi,

We're currently working on having a working audio module that doesn't use libsndfile for license reason (cannot statically link therefore cannot work on iOS). As mentioned in the related issue description, this will also allow us to have plugins and let you extend the format to other kinds, such as MP3, etc...

However, we're currently lacking binaries of ogg, vorbis, vorbisfile, vorbisenc and flac for Android. (Windows binaries are on their way.)

Are there there any Android users who want to chip in and provide those files?   :D


4
SFML projects / Academic project: simulation of scorpion & mice
« on: July 07, 2013, 03:07:00 pm »

Hi!

Today I'm happy to present an academic project we made at EPFL for the School of Life Sciences. In two words, it simulates a population of mice (the preys) and another one of scorpions (the predators) with pretty much a full life cycle: from born to death, with reproduction and predation.

A second part of the simulation consists in building a neuronal network, with sensors & inhibitors, to models the behaviour of a scorpion tracking its preys by sensing the ground's vibrations made by mice. That was the fun (understand: tricky :-) part of the project.

This project was then implemented during the spring semester by more than 180 first-year students in C++ using SFML for the rendering.

Unfortunately, I'm not allowed to distribute the source code. I can only give you a list of features present in this project.

 - The window is divided into two parts. The main one displays the real time simulation of mice and scorpion. We can zoom in / out and move the camera around. The second view can display different kind of statistics: students where asked to keep track of the number of mice, scorpion, food, and so on. For a bonus, they could add, for example, a chart representing the evolution of the different simulated populations.

 - The simulation was held in a toroidal world where animals can only see foods, mates and predators in their eye sight. If an animal sees nothing of interest it will randomly walk until it finds something to eat, mate or to run away from – or starve…

 - Both scorpions and mice have male and female individuals that can mate when they are close enough, not too much hungry, etc… Usually, mice create between 1 and 6 babies whereas scorpion have between 20 and 28 «things» (see gif below).

 - When a scorpion sees a mouse it will try to run toward it and eat it. But if a mouse see the scorpion first (e.g. the scorpion is not coming from behind) it will try to escape and run faster in the opposite direction.

 - Many parameters rule the simulation. We used a simple file format to store every settings in a config file that we can edit in real time during the simulation (modulo pressing `L` to reload the file). These settings include, for example, a debug-mode boolean, a time factor to slow down or speed up the simulation, paths to the different textures used for rendering, energy consumption factors, animals masses, view ranges, … and a lot more!

 - The build system is based on scons and the implementation takes advantage of some new features from C++11 like `auto`, range-based for loops or the random number generators to mention only those three. We didn't used templates or advanced C++(11) features like move semantics because the students are only beginning to code. Moreover, they are not software engineer but life scientist so we can't expect from them to code like pro after less than a year.

 - We provided the students with a few core functionalities like stubs for the core `Application` class that handles event management, updating the logics and drawing (they had to modify it to insert their own environment and all). We also give them a `Vec2d` class to do most of the mathematical operation you can expect from such type, with a nice conversion operator to `sf::Vector2f` to do the interface between their code and SFML API easily. We also gave them a texture manager so they could focus more on the simulation logics (and not on white square).

 - All entities are stored in a heterogenous collection. We used double dispatch to tell if a given entity should be attracted to, eat or feat another entity – so no type test or casting!

Now, enough with this blabla. Here are some screenshots:


A scorpion tracking a mouse:



Mice trying to run away from scorpions:



The birth of scorpions (beurk!):



A slice of simulation:



Generating entities:



A scorpion moved by a «random walk» algorithm until it sees its target:



Debug mode ON – view range, status, collision circle, … are drawn:



Zoom in:



The sensors and neuronal network of a scorpion:



A wave activating a sensor:



A scorpion aware of the mouse:



A peaceful world with only mice and salads!



Higher resolution images can be found at http://sdrv.ms/1aP3KeK



As I said, I cannot show you any piece of code. However, if you have a question on a particular point I probably can give you more-but-not-too-precise-details. ;-)


Btw, it's the first time we use SFML at EPFL for teaching (I kinda pushed toward it because before that we used an ugly, home made, library based on SDL and OpenGL). And next year we will also used SFML for another awesome project! :D


5
General discussions / Offline documentation for Dash and Zeal
« on: July 01, 2013, 06:56:48 pm »
Hi !

Mac OS X users might already know Dash, a very nice application to browse a lot of documentations offline. Zeal is inspired by Dash and can run on Linux and Windows.

Today I'm happy to annonce that SFML documentation is now available for both doc browsers!  :)

Dash

If you already have Dash installed on your machine, simply add SFML docset by opening this link:
dash-feed://http%3A%2F%2Fwww.sfml-dev.org%2Fdownload%2Fdash%2F2.0%2FSFML.xml

If you would like to see SFML part of the official docset list, please request it to here.

Zeal

Zeal doesn't support doc feed like Dash does. So you have to download this archive and extract it to $HOME/.local/share/zeal/docsets/ or C:\Users\[your username]\AppData\Local\zeal\docsets\.


Now you have no more excuse not to read the documentation!  ;D

6
General discussions / Xcode templates updated
« on: January 23, 2013, 10:27:46 pm »
Hi everyone !

As you can see, I just published some new templates on github that should fix all the current issues (among other fixes).

The installation is the same, you just need to uninstall the old ones manually (from /Library/Developer/Xcode/Templates).

Have a look at this readme for more information.

Note that the tutorial will be updated when 2.0 is officially released.

If anything doesn't work as expected, please tell me.

Happy Coding !

EDIT:

If you want to use universal project, set CMAKE_OSX_ARCHITECTURES to "i386;x86_64".

7
General discussions / [NEWS] Xocde 4 template support added
« on: May 29, 2011, 05:35:45 pm »
Hi,

I'm happy to introduce to you the new xcode 4 templates!

Everything you need is in the 'xcode' folder at the root of the git repository (with a readme containing all the relevant informations).

Let met know what you think of them.

If anyone feels like an artist right now he can create more relevant icons for the command line tool and bundle application templates. :wink:

8
General discussions / [Announcement] New support for joysticks
« on: May 08, 2011, 12:59:42 pm »
Hey!

I'm happy to announce you that joysticks are now managed by SFML on Mac OS X too!

We need you to test this out! Please report me any strange behaviour.

Only POV axes are not (yet) supported. I don't have any joystick with POV to test and implement so if anyone can help me out here I'll be very thankful!  :wink:

You can add this code to your event loop and adapt it to your own application :
Code: [Select]
           //*
            if (Event.Type == sf::Event::JoyMoved) {
                std::cout << "sf::Event::JoyMoved" << std::endl;
                std::cout << "\tEvent.JoyMove.JoystickId" << Event.JoyMove.JoystickId << std::endl;
                std::cout << "\tEvent.JoyMove.Axis" << toString(Event.JoyMove.Axis) << std::endl;
                std::cout << "\tEvent.JoyMove.Position" << Event.JoyMove.Position << std::endl;
            }
            //*/
           
            //*
            if (Event.Type == sf::Event::JoyButtonPressed) {
                std::cout << "sf::Event::JoyButtonPressed" << std::endl;
                std::cout << "\tEvent.JoyButton.JoystickId" << Event.JoyButton.JoystickId << std::endl;
                std::cout << "\tEvent.JoyButton.Button" << Event.JoyButton.Button << std::endl;
            }
            //*/
           
           
            //*
            if (Event.Type == sf::Event::JoyButtonReleased) {
                std::cout << "sf::Event::JoyButtonReleased" << std::endl;
                std::cout << "\tEvent.JoyButton.JoystickId" << Event.JoyButton.JoystickId << std::endl;
                std::cout << "\tEvent.JoyButton.Button" << Event.JoyButton.Button << std::endl;
            }
            //*/


where the toString function only a big switch :
Code: [Select]
std::string toString(sf::Joy::Axis axis) {
    switch (axis) {
        case sf::Joy::AxisPOV:
            return "POV";
           
        case sf::Joy::AxisR:
            return "R";
           
        case sf::Joy::AxisU:
            return "U";
           
        case sf::Joy::AxisV:
            return "V";
           
        case sf::Joy::AxisX:
            return "X";
           
        case sf::Joy::AxisY:
            return "Y";
           
        case sf::Joy::AxisZ:
            return "Z";
           
        default:
            return "???";
    }
}


Have Fun!  :)

9
General discussions / [Mac OS X] PowerPC Arch
« on: March 30, 2011, 07:33:44 pm »
Hi,

I was wondering how many of you are currently using PPC and how many of you are planing to deploy on PPC architecture.

I'm asking his because I'm currently working to make SFML work with ppc/ppc64 archs and I'm facing some difficulties : it's not about SFML compilation itself nor CMake configuration but rather the external libraries like libsndfile/libGLEW and libjpeg which currently are not compiled for these architectures. So I'd like to know if I can spare some time by not going into this process.

Moreover, as you know, Apple doesn't like to support during a very long time old stuff and want to get rid of it; you have to go through so many tricks to be able to compile ppc with Xcode 4 for example. So compiling ppc can be a real pain in the neck (for me, but also for some of you).

So let me know what you want!  :wink:

10
General discussions / SFML 2 for OS X comes true!
« on: November 25, 2010, 06:02:31 pm »
Hello,

Detailed informations about SFML on Mac are available here.

I make it quick and go straight to the point. I just commited into the svn the SFML 2 port for Mac OS X. However, keep in mind that SFML 2 will continue to evolve thanks to Laurent! Thank you again Laurent for you really amazing job here!  :D

> use cmake as explained in the tutorial

> You'll see some warning during the compiling about some stuff are not yet implemented.

> test the examples (installed into /usr/local/share/SFML/examples/).

> test as many things you can and report me your bugs ;-)

> comment my code if you have time. =)

> have fun!

11
SFML wiki / comments
« on: November 29, 2009, 03:07:26 pm »
Hi!

It would be nice if you could fill the "Edit summary" box when you summit a modification.

It is very helpful to know what you changed without checking the diff.

Thanks!

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