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Messages - bullno1

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46
Window / Window creation crashes
« on: November 27, 2008, 01:20:53 pm »
This is one of the reason people fell for .NET . It has in-place optimization.

Quote
If you want to support older machines and have SSE optimizations you will have to compile multiple exes.

Or maybe a "launcher" that detects CPU types then launch the correct exes.

Thanks for bringing this up, I might need to deal with old machines.

47
Audio / Error when I start the first Audio-Tutorial
« on: November 25, 2008, 04:59:12 am »
This happened to me once, I think you mixed up the dlls.
In debug mode, you should use debug dll (those ends with -d eg: sfml-audio-dl.dll)
In release mode, you should use release dll(those does not end with -d eg: sfml-audio.dll)
Make sure you use the correct dll for your compiler (vs2005, vs2009 or gcc)
And make sure you link with the correct lib. If you want to use dynamic linking, remember to define SFML_DYNAMIC. If you want static linking, link with those lib thats has -s in their names.

48
Feature requests / Manually setting Z-order
« on: November 22, 2008, 01:29:48 pm »
Quote
You mean you have a hierarchy of drawables, but this hierarchy defines an incorrect order of drawing ? Can you tell us more about this situation ?


I think he means that he create his own Drawable class which has children. In the render method of the parent, he calls the children's Render method. The children Render methods re-use the parent's transformation state and this enables a relative coordinate system and a hierarchy. However, by doing this, he cannot control the z-order since the children are always drawn before or after the parents. And the render order of parents also decides the order of their children

49
Feature requests / Manually setting Z-order
« on: November 22, 2008, 09:50:52 am »
Z ordering is a "high level" concept. SFML is quite low-level. There is no "scenegraph" structure. You need to manually call window.Draw() on your Drawables so there's no way SFML can determine the order of drawing. I think this is a design decision, the author wants you to do it yourself and implement it the way you like. Thanks to that, in my engine, I can implement layers of sprite and different methods of ordering sprite within the same layer(based on z or based on y for 2D RPGs) .

Regarding the matrix thing, I have requested this before. For now, you can...
Edit the header  8) . There's no need to recompile. I believe that protected or private modifier only decides whether a method is "exported". Members are always exported or else how can the compiler know how to allocate memory when we create new objects?

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If you have any suggestions on how to otherwise accomplish this, please tell me.

Order the list of sprite yourself. std::sort or std::list::sort should do the trick.

50
General / Best Way to Handle Instances
« on: November 18, 2008, 05:28:19 pm »
You should learn basic C++ first, learn STL, standard library then SFML . There are thick and boring books out there that teach you. Sorry to say that but it's the only way you can use a C++ library properly.

51
Graphics / FlipX and FlipY for sfml strings
« on: November 16, 2008, 12:15:25 pm »
Can a negative scale do the trick?

52
General / Best Way to Handle Instances
« on: November 16, 2008, 12:13:28 pm »
If you really care about memory management/fragment ... Just throw in a boost pool allocator and you're done. However, if you don't constantly create/delete entity, you will not notice any difference.

53
Graphics / Sfml crahses on Image::LoadFromFile
« on: November 14, 2008, 02:49:39 pm »
Silly me  :( . So that's what actually fixed my problem.

54
Graphics / Sfml crahses on Image::LoadFromFile
« on: November 06, 2008, 10:21:11 am »
I have this mysterious error once. First, I see the message could not load (image file name), then a lot of garbage appear on my console like it's dumping the image as ASCII. I tried to use a debug version of sfml but the call stack lead me to SOIL. Since I don't know much about it, i just find a work around.

That time my texture cache was using sf::Image in a map. After I change my code to use pointer to image (sf::Image*), everything works. However, I need to manually call new and delete on sf::Image

55
Feature requests / sfml equivalent of GetMessage()
« on: November 06, 2008, 10:11:58 am »
Quote
Too bad for people waiting for render-to-image or rendering masks... Wink

I'm one of them :( . Nvm, currently I only need render-to-texture for motion blur effect so I can live without it.

56
Feature requests / sfml equivalent of GetMessage()
« on: November 03, 2008, 01:48:11 pm »
Quote
Your definition of "leak" is narrow-sighted.

If I'm not wrong, modern OSes can free the all memory that a program uses after it exits and even after it crashes. Memory leaks only matters if it grows memory consumption over time. It may be a leak, but it's harmless if it's just a one-time leak. Moreover, while RAM is getting cheaper and people's average age decreases, why should you waste your precious life in such thing?

Btw, where's the leak that you two are talking about? I might try to look into it.

About the blocking thing, IMO, you can consider creating 2 version of the function(one polling and one blocking). I did not look into the implementation and I'm also linux and mac-impaired so I don't know if it's possible to handle event in such ways. Just my 2 cents.

57
Feature requests / Drawing an Ellipse
« on: October 19, 2008, 07:27:21 am »
Isn't an ellipse just a scaled circle?

58
General discussions / Libs + Dlls for Visual C++
« on: October 14, 2008, 05:37:41 pm »
Quote
I'm not quite sure about this whole linking thing. If I would compile SFML with static linking to the CRT and my own program also with static linking to CRT, is there a point at which I could run into problems or is it considered save practice?

If I'm not wrong, you must statically link your program to the CRT if SFML does that since you cannot mix static CRT and dynamic CRT

59
Feature requests / DLL convenience wrapper
« on: October 14, 2008, 05:45:11 am »
It's already cross-platform and it already has a C wrapper.

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After all, the convenience of easy-of-use and cross-platform compatibility out-of-the-box is exactly why I would (will?) use this library.

Sorry but I think most of the people find that linking to a dynamic library during compile time(let the compiler generate the loader) is easier than using platform-dependent code to load it during runtime.

60
SFML projects / BGB: Bull's Game Builder
« on: October 13, 2008, 04:23:18 am »
Link: BGB.zip - 0.90MB
Note:
Windows executable
Requires vc2005 redist package.


What it is:

-A game authoring/prototyping tool, similar to GameMaker or Torque Game Builder
-Based on SFML for everything from rendering to audio

What it is not:
-A full featured one bcoz I just started it
-Another SFML Binding

The basic idea is that the engine provided you with basic base classes: Text, StaticSprite, AnimatedSprite. You will write your own classes in Squirrel script which inherit from those base classes.

Features:
-In-game WYSIWYG editing *
-Virtual file system*
-Squirrel scripting, squirrel classes can inherit from C++ classes and override virtual method
-Serialization and Deserialization of a game level(state) to/from file
-Text rendering with unicode support
-Tile rendering
-Static sprite
-Animated sprite *
-Particle system *
-Physic/Collision detection *
-Audio*(can be done anytime, just a direct bind to Squirrel)
-Layer-based, depth-based, coordinate-based sorting for rendering
-Player profile*(something like a save file, a concept borrowed from Novashell)
-Compiles on other platform*

*=planned  :roll: (Too many *, may be I'll mark finished feature with * instead)

What to do in the demo:
Err, watch it, move your mouse around a bit, click left mouse for fun, watch the console window.
Press A to save the current state to file (testMap.map) , press B to load the state.

If you know Squirrel, you can:
-Read main.nut to see how this demo works
-Write a simple game like pingpong with it. Such game is possible at this stage of the engine. You have to iterate the root table to find out the engine's exported functions though.

For those "no screenshot=no download" guys:

Yes, that's all you get for now. As for the FPS, I limited it with SetDesiredFrameRate.

Source code will be uploaded once source forge accept my project. Impatient guys can PM me.

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