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Messages - Jungletoe

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31
SFML projects / Re: Colonies - A Retro Sandbox Survival MMO
« on: August 23, 2013, 03:22:12 pm »
Thanks for your blog article ! So I'm doing the same for lighting except I draw sf::RenderTexture on each other instead of using shaders. Your solution seems more CPU saving.

I actually tried your method a week ago and it didn't work. I was only getting around 15 FPS once optimized. Half of the problem was that I'd have to pass a bunch of textures to the shaders, then blend the image together. It was a real mess.

My way of doing it definitely has its advantages. If you cache the lightmap, you can easily get 500+ FPS with over 1000 lights with little to no performance hits at all. I haven't added caching yet, but I will eventually if I see it as a problem. I can still get over 60 FPS in my application without caching and with 35 lights, so it's not too big of a deal until I optimize at a later date.


I read your whole blog and once again I must congratz you. Especially for holding on your project (and have chosen C++ and sfml and linux at some point :p )

Hehe thanks! One of the main reasons why I chose C++ and SFML was the portability.

32
Window / Re: Are there still limitFramesPerSecond() isssues in 2.1?
« on: August 23, 2013, 03:15:11 pm »
Yeah, I already figured a way how to do it by multiplying the change per second by the delta time. Thanks!

33
Window / Re: Are there still limitFramesPerSecond() isssues in 2.1?
« on: August 23, 2013, 02:22:21 am »
Is this an appropraite way to implement frame independant movement?

Code: [Select]
float missedFrames;
decimalMovement += modf((delta/frameTime), &missedFrames);

if(decimalMovement > 1.0f)
{
decimalMovement -= 1.0f;
missedFrames += 1.0f;
}

for (int i = 0; i < missedFrames; i++)
{
// draw
}

Edit: I'm an idiot. Fixed.

34
Window / Re: Are there still limitFramesPerSecond() isssues in 2.1?
« on: August 22, 2013, 11:03:43 pm »
As stated in the tutorial, it's not a reliable method for precise timing. Use another method.

What other methods are there? Timing it myself? If I timed it myself using sf::sleep, wouldn't that cause the same problems that are happening right now?

35
Window / Are there still limitFramesPerSecond() isssues in 2.1?
« on: August 22, 2013, 08:37:00 pm »
I was experimenting a bit with SFML 2.1. Capping the framerate worked fine for a while, but it's noticeably starting to increase a lot at random times.

I can provide a minimal example, although I do not know how to reproduce it. I'm running Windows 7 with Intel Chipset Family graphics.


36
This is awesome!

37
Window / Re: LShift and RSHIFT causes choppy framerate?
« on: August 21, 2013, 11:06:29 pm »
I just talked to my pixel artist and he doesn't have the problem. He's running win7 and uses my same keyboard. Not sure what his graphics card is.

38
Window / Re: LShift and RSHIFT causes choppy framerate?
« on: August 21, 2013, 10:35:18 pm »
You can just add more sprites, although I still doubt you have the issue.

Intel(R) HD Graphics Family

39
Window / Re: LShift and RSHIFT causes choppy framerate?
« on: August 21, 2013, 06:07:28 pm »
Windows 7, VC++, Logitech K350 (http://www.adorama.com/LOK350WK.html)

My artist has the same keyboard and OS. Ill get him to test it when he returns from work.

I'd also like to note that it's not very noticeable unless you have a full game behind it (although the example I provided does replicate it to some degree). Oddly enough, games like Minecraft give me no problems when I press shift, which is why I think SFML is the problem.

I tested with all other keys and there are no problems.

40
Window / LShift and RSHIFT causes choppy framerate?
« on: August 21, 2013, 04:50:27 pm »
When running my app, whenever I press LSHIFT or RSHIFT, regardless of whether I am processing it or not within my event loop, the framerate becomes choppy-- randomly freezing for tenths of seconds and then speeding back up.

I'm using SFML 2.1

int main ( int argc, char *argv[] )
{
        // Create a new render-window
        sf::RenderWindow window(sf::VideoMode(800, 600), "AAAA");
        window.setFramerateLimit(60);

        sf::Clock clock;
    float lastTime = 0;

        sf::Texture texture;
        texture.loadFromFile("dot.png");
        sf::Sprite sprite;
        sprite.setTexture(texture);
        sprite.setPosition(500, 400);

        sf::Int32 direction = rand()%4+1;

        // The main loop
        while (window.isOpen())
        {
                // Event handling
                sf::Event Event;
                while (window.pollEvent(Event))
                {
                        if (Event.type == sf::Event::Closed)
                                window.close();
                }

                //      Data
                if(direction == 1)
                        sprite.setPosition(sprite.getPosition().x+1, sprite.getPosition().y);
                if(direction == 2)
                        sprite.setPosition(sprite.getPosition().x, sprite.getPosition().y+1);
                if(direction == 3)
                        sprite.setPosition(sprite.getPosition().x-1, sprite.getPosition().y);
                if(direction == 4)
                        sprite.setPosition(sprite.getPosition().x, sprite.getPosition().y-1);

                if(sprite.getPosition().x < 0 || sprite.getPosition().y < 0 || sprite.getPosition().x + 50 > window.getSize().x || sprite.getPosition().y + 50> window.getSize().y)
                {
                        sf::Int32 origDir = direction;
                        while(origDir == direction)
                                direction = rand()%4+1;
                }

                //      Clear & Draw window
                window.clear();
                window.draw(sprite);
                window.display();

                //      FPS output
                float currentTime = clock.getElapsedTime().asSeconds();
        float fps = 1.f / (currentTime - lastTime);
        lastTime = currentTime;

                std::cout << fps << "\n";
        }

        return 0;
}


Is there any reason for this? Any fix?

Thanks!

41
SFML projects / Re: Colonies - A Retro Sandbox Survival MMO
« on: August 21, 2013, 04:31:01 pm »
Do you have an article or a link somewhere that explains how you did the lighting system ?

It looks reaaally nice !

I'll write a blog post on it. It's actually extremely simple :)

42
SFML projects / Re: Colonies - A Retro Sandbox Survival MMO
« on: August 20, 2013, 10:59:24 pm »
Sorry to double post, but we finalized our lighting system:


43
SFML projects / Re: [Minigame] GoPlanets
« on: August 20, 2013, 01:39:48 am »
I imagine a lot of people already told you this, but multiplayer in this kind of game would make it really nice :-) But that also seems really tricky to do right...

I actually think it would be somewhat easy to do, compared to other games. Just keep a central game lobby server and have it calculate how many ships each planet has and where they're sending them. It would be pretty awesome too.

Good job with this. It was really fun and the music blended nicely :)

44
SFML projects / Re: Goal and rules of this forum
« on: August 20, 2013, 01:24:57 am »
Laurent, can you add Youtube video support? It would help us promote our games if we can show videos :)

(maybe this already exists, although I don't know how to use it)

45
SFML projects / Re: Colonies - A Retro Sandbox Survival MMO
« on: August 20, 2013, 01:18:06 am »
New video!
http://www.youtube.com/watch?v=QNA9uu4PLMo


Any estimate on a new release or open beta ?
So that everyone can kill Venny. ;)

Hahaha.

No release planned yet, sorry. We may do a Kickstarter to get funding for the server (not to mention that Youtubers are much more available to do your game if it's on Kickstarter), but we'd need to wait til I'm 18, which is in April. Don't fret though, because we'll be doing loads of tests once my website guy gets his paycheck so we can put the website back up >_>

Anyyywayyys, I was talking to GOLD about ways to improve roleplayability. I realize the possibilities to add nearly limitless gameplay and options for your character, so I'm working with Jackard (our second pixel artist) to work on some character enhancements. Here are some previews:



We want you to be able to choose your lifestyle, whether as a pirate, a bandit, a nobleman, a merchant, or anything else you desire that will fit into this time period (which is pretty broad-- Stone Age to Iron Age).


This looks incredible man.  I took a look at some of your early posts on your blog, you've come a very long way in such a short time.  I'm going to keep an eye on this, keep it up.

Haha. I only started learning C++ two years ago, and last week was our 1 year anniversary of unofficial development. Here is what the game used to look like a year ago to this day:



...and this was our first screenshot ever:



...and our first video:
http://www.youtube.com/watch?feature=player_embedded&v=wjx59BJbhQY&t=4


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