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Messages - DJuego

Pages: 1 2 [3] 4
31
Audio / Re: Multiple Streams Simultaneously
« on: June 26, 2012, 12:03:30 am »
Yep. FModEx is The Monster of the Audio (:o)... But the license is restrictive and it is not open-source.  :-\

cAudio engine is an advanced C++ wrapper around the OpenAL API with zlib license. Perhaps you want to take a look.

DJuego

P.S: Can i post the link?

32
SFML projects / Re: Thor 2.0
« on: June 10, 2012, 06:07:57 pm »
He/She is not the only one.  :-X

DJuego


33
SFML projects / Re: SFML Light System - Let There Be Light
« on: June 01, 2012, 06:31:34 pm »
OS: Windows 7 64bits 8GB RAM NVIDIA GeForce GT 220


zackhovatter... I tried your distribution

 - Visual Studio 2010
 - MinGW SJLJ GCC 4.6.2 - 32bits (official distribution)
 - CMake 2.88
 - SFML(Git) 2012-06-01 (Today)
 - Thor(Git)  2012-06-01 (Today) <- Unrelated.

In CMake I get the warning-for-developer:



and when i build:



It seems a problem with the SFML include path management. I have not knowledge about how CMake works internally.  :(. I am a ignorant.  :-[

DJuego.


Sorry for my English. :(


34
SFML projects / Re: SFML Light System - Let There Be Light
« on: May 28, 2012, 05:16:26 pm »
Thank you very much zackhovatter. I am anxious to be witness of any progress. :-D. I expect to take advantage of them medium-term.  ;D

DJuego

Sorry for My English

Cheers Lolz123!! Our Hero

35
SFML projects / Re: SFML Light System - Let There Be Light
« on: May 19, 2012, 01:02:01 pm »
Just keeping the sentiment alive.  ;D

DJuego

36
General / Re: SFML with Netbean possible linking error.
« on: May 10, 2012, 10:44:42 am »
Uh... I use MinGW(gcc 4.6.2) with Codeblocks (and VS2010) and it works marvellously! However... I have made nothing interesting... still... :-X

DJuego

Sorry for my English

37
SFML projects / Re: Tiny Bomber - a game for Ludum Dare #23
« on: May 04, 2012, 06:11:01 pm »
Only a word: amazing;D

DJuego

38
SFML projects / Re: SFML Light System - Let There Be Light
« on: May 04, 2012, 12:55:36 am »
Damned nostalgia!

   Mirrors+Laser+2D = DEFLEKTOR (in my good old Commodore 64).

   http://www.youtube.com/watch?v=G4R1yai4nvA

The physic for plane mirror in this case (beams of highly coherent light) is relatively easy. "the angle of incidence equals the angle of reflection" and so...

 ;D

P.S: I suggest a change log for Let There Be Light.

DJuego

Sorry for my English!


39
SFML projects / Re: SFML Light System - Let There Be Light
« on: May 02, 2012, 01:02:42 pm »
I am deeply interested in the evolution of this project. Thank you very much for your efforts, Lolz123!
It seems destined to be an amazing tool.

P.S.

From manual:  'A self-expanding quad tree is currently still in development, there are still a lot of bugs to iron out.'   :P This is incredible!!




DJuego

40
General discussions / Re: SFML 2.0 RC
« on: April 15, 2012, 11:58:09 pm »
Congrats Laurent!   ;)

DJuego

41
SFML wiki / Re: sfeMovie project [v1.0 RC1 available]
« on: April 05, 2012, 12:52:05 pm »
Does it mean the rendering process was consuming too much time ?

Not too much time. Simply, our requirements were unreasonable at that time and at that place. 

In any case 200 frames per second, 5ms per frame...  Although it could make it we wouldn't *see* it (refresh monitor limits). Nowdays 3D monitor refreshes the screen to 120hz or so. AND...  too fast for the human visual pathway  ::)


Our solution for rendering (more or less) was:
             
First. A thread for rendering.

Second. When a new frame was adquired from camera (SAPERA calls to our callback function)...

We test if the render process was busy(with an old frame).

    - if yes, the new frame was not rendered (discard rendering).

    - if no, the new frame is rendered (concurrently).

***

Here, the character recognition process (in very broad outlines) <- Industrial secret  ;D...┬ínah!

***

The callback function returns. The system is ready for new frames.

DJuego

Sorry for my English!  :(

P.S: SAPERA is the adquisition card driver

                         
                                 






42
SFML wiki / Re: sfeMovie project [v1.0 RC1 available]
« on: April 04, 2012, 02:57:13 pm »

Once everything is ok, there are a few other features I would like to focus on, before extending sfeMovie to a wider area : seeking and subtitles. And once this is done, maybe playing video from other sources like RTSP streams or custom input streams. Remember that sfeMovie is still a video player, not a video recorder or generator.

A cold and organized mind.  I like it!


May I ask which resolution you were using for your frames ?



Yep! 640 x 480. Obviously, the parameter was configurable.

Originally, in operation mode, the 'display' had to be turn off or the system missed frames. The threading improved it but not enough  >:(. At last the display only could be used in calibration mode  :-[.

In any case the images was very bored. You can believe me. A damned cross-platform industrial OCR.  ::) It was built with Visual Studio and GNU gcc (Mingw port & Ubuntu).

DJuego

43
SFML wiki / Re: sfeMovie project [v1.0 RC1 available]
« on: April 04, 2012, 01:42:16 pm »
This project is fantastic! Thanks Ceylo!

Have you considered adapt it for other video sources? Camera adquisition? Stream video? images-generated-on-the-fly?... it would be fantastic!

I made a very very simple (and very very useful) class (I named CDisplay) for showing *video* with SDL a varios years ago. The *input* was unsigned char * uncompressed RGB frames (bitmap images). LOL! Nothing professional of course (my skills are low) but it worked like a charm for my purposes.

More details: I worked with a SAPERA SDK from Teledyne Dalsa and a photonfocus Camera. The adquisition speed was 200 frames per second. The display render speed was unknown (:D)

DJuego

Sorry for my shocking English.

44
SFML projects / Re: Thor 2.0
« on: April 03, 2012, 09:50:05 pm »
By the way, I've adapted Thor to the SFML modification.

Thank you Nexus!  :-* The particle system cast a spell on me...

I am sure that you would encourage your addon (and SFML) by means of youtube videos with guides/samples for smoke, fire, water, snow/sand torments. It will be instructive and a exhibition of magic power  ;D

DJuego

Sorry for muy defective English.

45
General / Re: Problem with SFML in VS2010 Debug
« on: March 30, 2012, 12:07:39 am »
 Your answer is a honor for me. 8).

I expect to do something interesting with your SFML but i must admit it is still much too soon to be sure. In any case THANKS!!   :-*

DJuego


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