Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Aster

Pages: 1 ... 7 8 [9]
121
Feature requests / Re: 3d
« on: December 22, 2012, 12:16:27 am »
3d would be nice other ways you need more libarys opengl and dan maybe on a simpeler method.

I believe this fine fellow meant:

"I do say, I believe that 3D would be a great idea for SFML. It allow the user to make it easier for themself, lowering the requirement of other dependencies like OpenGL, and also, maybe allow for a simpler method of use than said dependencies."

122
General discussions / Re: Let's Create an sf::Pig!
« on: December 19, 2012, 08:34:58 pm »
You're right! Fixed that!

123
General discussions / Re: Let's Create an sf::Pig!
« on: December 15, 2012, 12:36:56 pm »
You just forgot sf::Pig::explode()
Ah right! Added! Thanks for the input.

124
General discussions / Let's Create an sf::Pig!
« on: December 15, 2012, 09:36:15 am »
Hi y'all!
I'm currently doing the Ludum Dare, using C++ and SFML (because SFML is just so cool for this stuff), and I realized that SFML did not have an sf::Pig. As my game is about a pig, this made me sad.  So I suggest the easter-eggy implementation of an sf::Pig! (Complete with texture and everything)

usage:
sf::Pig Johnny( sf::Pig::Personality::Nice, true); // creates a little piggy with attitude "nice" and active = true.
Johnny.runAround();
Johnny.Oink();
Johnny.Fart(sf::Pig::fartType::loud);
if(Johnny.shootGiantLaserBeamOutOfMouth())
{
    Johnny.Slaughter();
}
else
{
    Johnny.Explode();
}
 

I find this a genius idea. Thanks for reading!

(Yes, I AM kidding, although it'd be pretty cool to have an sf::Pig)

125
General discussions / Communication between threads
« on: December 11, 2012, 05:58:14 pm »
Hi y'all!
I've been writing a game for a while, and I figured it'd be time to switch to multithreading, and maybe improve the overall FPS of the game.. However, in my long session of thought, I got stuck on one thing:

How do you "communicate", or pass information, between threads?

I know that if a variable is accessed by two threads at once, then the program crashes, and I've been told to use mutexes. But don't mutexes destroy the idea of speed? Don't they just make the program slower?

How do you guys work around this?

Cheers, and thanks in advance;
Aster

EDIT: Before I get told to post this stuff in the sf::System forum; I'm not having a problem with sf::Threads, this is more or less a general question.

126
General discussions / Re: A book on SFML -- looking for author(s)!
« on: December 08, 2012, 05:20:53 pm »
Alright. ;)
Have fun though, good luck with it too. Don't rush through the book, take your time. :p

127
General discussions / Re: A book on SFML -- looking for author(s)!
« on: December 08, 2012, 12:57:13 pm »
Not sure if it's too late yet or not, but I'd be interested in helping..

Not with SFML knowledge itself, but with the writing, in the sense that I'd like to review and change the book to make it much more user friendly. Groogy shared a draft of his book, which I corrected and modified to, in my opinion, make it much more so.

So yeah, it's up to him, I guess, since he appears to me like the "lead writer" of the project.

I'll just mention beforehand that I AM 14 years old. I honestly don't see it as a problem, but so many people lose their interest when they learn that, I'd rather specify in advance. It also means that I don't want any money whatsoever, I'm not interested by it, nor is it legal for me to be paid.

I'm also part of the IB program; the International Baccalaureate; in English, so I am taking literary English courses. I guess that means that I'm not stuck with basic grammar in school. :p

And finally, I'm considered the "grammar Nazi" of BoxBox's #sfml. ;)

If not, I'm still excited to see this book in action!

128
Graphics / Re: SFML and Box2D.. Shaping polygons?
« on: September 22, 2012, 12:14:07 pm »
I guess it's possible and as a preloading generator function it could also workout quite well.

My plan exactly.

SFML also supports the direct use of polygons though so you might want to let the users define their own polygon. ;)

I plan on letting the user do that, but for less advanced users, I also wanted to have the game create polygons itself.

It's hard to say how hard such a generator function is to implement, but you could try it. IIRC someone once wrote a tool that lets user construct their own polygons. Maybe you can find it by searching through the project forum.

I'll look around. Thanks for your help!

Aster

129
Graphics / Re: SFML and Box2D.. Shaping polygons?
« on: September 22, 2012, 11:16:42 am »
Thanks for moving it! I wasn't too sure that it was really graphics related, thanks for settling that for me. :)

130
Graphics / SFML and Box2D.. Shaping polygons?
« on: September 22, 2012, 10:35:20 am »
Hello everyone, first post on these forums for me..

Anyways, I'm developing a game, and I'll be using Box2D in it. My original master plan was to let users add content with a simple configuration file and textures and whatnot. However, to accomplish this, I'll need to shape the Box2D polygons to the shape of the non-transparent part of each texture.. Has anyone ever done this? I'm not sure it would be the most efficient of all things, but it would be really useful to know if it's possible, and to get some tips..

Thanks in advance!
Aster

P.S: I have absolutely no idea where to post this, so I posted it in the place that seemed like the most vague of the all to me.

Pages: 1 ... 7 8 [9]