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106
SFML projects / Re: [LD48 #31] Dodge Pong (made with DSFML)
« on: December 09, 2014, 02:34:18 am »
Well done :)

It's really simple, but it's surprisingly fun.

107
SFML projects / Re: Dwell - A Retro Sandbox Survival MMO
« on: December 07, 2014, 04:34:47 pm »
Congrats!

Would you be willing to reveal how many votes it took to get greenlit, and how many of them were yes vs no.  Feel free to ignore this if you aren't comfortable with that  ;)

108
SFML projects / Re: Let There Be Light 2
« on: December 04, 2014, 06:13:00 am »
Looking good!

109
Feature requests / Re: Maximize window on startup
« on: December 01, 2014, 03:40:40 am »
Sounds good.  Made an issue of it here https://github.com/SFML/SFML/issues/744

110
Feature requests / Maximize window on startup
« on: November 30, 2014, 07:09:30 pm »
It'd be convenient to have an api call to create a window which was maximized on creation.  I've searched for this and the answer was that SFML is not a dedicated windowing library. . .  However, maximizing a window is one of the options that might be added to SFML 2.

It's honestly not a huge deal, but I'm wondering if there's any room for reconsidering this now that SFML 2.0 has been out for a while and the SFML team has expanded quite a bit.

Thanks for your time.

111
General discussions / Re: We're close!
« on: November 11, 2014, 03:58:36 am »
Pretty exciting.

I just took the three minutes to download, compile and test it out.  It seems to be working just fine in my project / on my machine, but I'll post back here if I notice anything.

112
SFML projects / Re: Dwell - A Retro Sandbox Survival MMO
« on: October 25, 2014, 11:33:45 pm »
Voted.  I wish you luck, I don't think you'll have too hard of a time getting greenlit.

113
SFML projects / Re: It Always Ends In Nuclear War
« on: September 28, 2014, 03:40:04 am »
Creeping slowly toward playability...


114
General discussions / Re: Randomizer.hpp
« on: August 26, 2014, 05:17:58 am »
Taken from stack overflow
--
#include <random>
#include <chrono>

unsigned seed = std::chrono::system_clock::now().time_since_epoch().count();
std::mt19937 rng(seed);
std::uniform_int_distribution<int> gen(min, max); // uniform, unbiased

int r = gen(rng);

115
SFML projects / Re: Feedback wanted - Simple Gravity Game.
« on: August 12, 2014, 01:09:44 am »
At the very least you should make the hitbox for the ship bigger, as well as make it a bit more obvious that the goal is to click and drag from that ship. 

Either way, this is pretty cool.

116
SFML projects / Re: F.I.R.E.D. v0.99.pre-alpha
« on: August 12, 2014, 01:05:11 am »
That looks awesome.  Nicely done man.

117
Fair enough.  Thanks for the response.

118
Higher level features (like sprite batching) that implicitly or explicitly improve performance were never part of the SFML API, since the API is about providing the necessary access points to lower level functionality. Such high level features can already be built on top of SFML, and people who complain about the lack of such features and thus the implied inefficiency of SFML are simply too lazy to roll their own code and probably just spoilt by other libraries that do go ahead and provide such features. SFML performance scales with the aptitude of the programmer, and that isn't a bad thing.

Maybe it's just me, but I think you guys would want SFML to perform as fast as possible, regardless of how skilled the programmer using the library is.

In regard to a feature such as sprite batching, is the concern not wanting to clutter the API, or is it more that it's not considered low level enough to implement? 

119
SFML projects / Re: Run time error sfml-network-d-2.dll is missing
« on: July 29, 2014, 05:39:44 am »
It sounds like you're dynamically linking, which means that you need to put the SFML .dll files in the directory you're running the application. 

Taken from Stack Overflow:
When you statically link a file into an executable, the contents of that file are included at link time. In other words, the contents of the file are physically inserted into the executable that you will run.

When you link dynamically, a pointer to the file being linked in (the file name of the file, for example) is included in the executable and the contents of said file are not included at link time. It's only when you later run the executable that these dynamically linked files are bought in and they're only bought into the in-memory copy of the executable, not the one on disk.

http://stackoverflow.com/questions/311882/what-do-statically-linked-and-dynamically-linked-mean

Also, does SFML work with VS 2013? 

120
SFML projects / Re: It Always Ends In Nuclear War
« on: July 27, 2014, 06:00:27 am »
Once again, thanks for the interest!  I appreciate it a lot.

I made the map generation algorithm a while ago.  It was designed for a board that has around 5,000 tiles.  I recently decided that I wanted larger maps, so I went and increased the map size to around 80,000 tiles.  The map generation algorithm no longer produced good results after that change, though.  All the maps looked like this.  The easiest solution was to just generate the map for the smaller board, and then scale it up to the larger board.  This has the added benefit of being quicker than trying to generate a map for the size that I'm using.

The height generation needs some work.  I don't mind the behavior too much, but it could use some work.

As for making the coastal tiles brighter/lighter, I definitely agree with you there.  It looks something like this right now



I'm still not entirely happy with how the tile types look and are distributed, but it's getting closer.

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