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Honestly, AppImage is the simplest solution out there in my view.  It's essentially bundling your binary and all of your dependencies into one file, which the user can download, mark as executable, and then run. 

Taken from Wikipedia

AppImage does not install the application in the traditional Linux sense by putting its various files in the distro's appropriated places in the file system, just like its predecessors klik and portablelinuxapps. The AppImage file is just its compressed image; this is mounted with FUSE when it runs.

It uses one file per application. Each one is self-contained: it includes all libraries the application depends on that are not already part of the targeted base-system. An AppImage of version 1.0 is an ISO 9660 Rock Ridge file (which can be optionally zisofs compressed) containing a minimal AppDir and a tiny runtime.[4] (Version 2 may use other file system image formats like SquashFS [5][6]). An AppImage application can be added to a live CD by adding only one file to the live CD.

AppImage files are simpler than installing an application. No extraction tools are needed, nor is it necessary to modify the operating system or user environment. Regular users on the common Linux distributions can download it, make it executable, and run it.


SFML projects / Re: untitled
« on: March 28, 2018, 08:37:26 am »
I replaced the rectangles representing the player with an active ragdoll.  This is a super early first pass, and honesly just about everything in this video needs multiple additional passes.  For the ragdolls specifically, right now they're ingame and reacting to the flight physics of the player.  They also orient themselves to the terrain if they detect they're going to collide soon. 

I need to animate them for charging energy attacks, melee (winning and losing), landing on the ground, and some flailing for when they're being knocked back.  I've been reading and playing around with forward and inverse kinematics, I'm thinking I should be able to come up with something decent.  It helps that the characters are super small and move very quickly, so you're less likely to notice imperfections. 


SFML projects / Re: untitled
« on: February 24, 2018, 05:46:29 pm »
I'm playing around with what to do for the background. This geometry wars style grid is one of the experiments. I don't know if I'm going to keep it in as it makes it pretty hard to read the screen



It looks like I made a lighting system


SFML development / Re: Window state
« on: February 16, 2018, 08:36:48 pm »
There's a fairly strong chance that I'm an idiot, but I can't compile it.

Code: [Select]
/home/dan/Desktop/SFML-22fd13733499963d3e184fffbb004d26ba624de8/src/SFML/Window/Window.cpp: In member function ‘void sf::Window::setState(sf::State)’:
/home/dan/Desktop/SFML-22fd13733499963d3e184fffbb004d26ba624de8/src/SFML/Window/Window.cpp:379:22: error: ‘State’ is not a class or namespace
         if (state == State::Windowed)
/home/dan/Desktop/SFML-22fd13733499963d3e184fffbb004d26ba624de8/src/SFML/Window/Window.cpp:385:22: error: ‘State’ is not a class or namespace
         if (state == State::Fullscreen)
/home/dan/Desktop/SFML-22fd13733499963d3e184fffbb004d26ba624de8/src/SFML/Window/Window.cpp: In member function ‘sf::State sf::Window::getState() const’:
/home/dan/Desktop/SFML-22fd13733499963d3e184fffbb004d26ba624de8/src/SFML/Window/Window.cpp:404:42: error: ‘State’ is not a class or namespace
     return m_impl ? m_impl->getState() : State::Windowed;
src/SFML/Window/CMakeFiles/sfml-window.dir/build.make:374: recipe for target 'src/SFML/Window/CMakeFiles/sfml-window.dir/Window.cpp.o' failed
make[2]: *** [src/SFML/Window/CMakeFiles/sfml-window.dir/Window.cpp.o] Error 1
CMakeFiles/Makefile2:170: recipe for target 'src/SFML/Window/CMakeFiles/sfml-window.dir/all' failed
make[1]: *** [src/SFML/Window/CMakeFiles/sfml-window.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....

SFML projects / Re: untitled
« on: February 10, 2018, 07:33:22 am »
Finally got around to implementing deformable terrain for this.  I'm honestly amazed that it works as well as it does. 


The video would be longer but I ran out of disk space while recording.  Also, the long black screen in the beginning is OBS, for some reason it takes a while to start capturing frames when I switch to fullscreen.

Anyway, for a repeat explanation on what it is, it's loosely based on the combat in DBZ. You control a very tiny and fast square. It can fly / teleport and shoot energy attacks.

I'm the yellow dude in this video. The circle around me is how much energy I have. Flying, teleporting, and energy attacks drain energy. Energy automatically regenerates after not using any for a short period of time. Energy regenerates 2 times faster if you're (more or less) stationary.

If you fly into the opponent square, a melee collision happens, and the loser gets damaged and knocked back. The winner is determined by whoever was moving faster in the opponents direction. It's all about momentum.

If anyone has any ideas on a name for this thing, I'm all ears.

SFML development / Re: Window state
« on: February 02, 2018, 01:56:00 am »
Out of pure curiosity, what's the use case in having a hidden window?

edit:  Also, thank you Foaly.  This is something I've long wanted in SFML.

SFML projects / Re: It Usually Ends In Nuclear War
« on: January 21, 2018, 04:49:45 am »
Getting closer to where I want it to be. 

General discussions / Re: Why is SFML split with 1 dll file per module?
« on: January 19, 2018, 10:56:18 pm »
Splitting it has benefits which have already been mentioned in this thread.  For me personally, it's never been the source of difficulty or inconvenience, and I didn't exactly have a lot of experience in programming when I first started using SFML.

SFML projects / Re: Remnants of Naezith
« on: January 19, 2018, 10:47:54 pm »
It does look great.

How much is it going to cost? 

Were you working on this alone or did you have others?

SFML projects / Re: Neural Network + Genetic Algorithm
« on: December 06, 2017, 04:16:14 pm »
I'm a big fan of the game Super Hexagon, but I'm kind of terrible at it.  I've long since wanted to write an AI to beat the game for me because I'm incapable of actually beating it myself.

So yeah.  I got a kick out of this, really cool stuff.

SFML projects / Re: Acrobat
« on: November 20, 2017, 06:13:03 am »
Here's a video in which I control a very tiny and nimble square. It can fly / teleport and (not implemented but eventually) shoot energy beams / energy balls / lazers.

I'm the yellow dude. The circle around me is how much energy I have. Flying and teleporting drains energy. Energy automatically regenerates after not using any for a short period of time. Energy regenerates 3 times faster if you're completely stationary.

If you fly into the opponent square, a melee collision happens, and the loser gets damaged and knocked back. The winner is determined by whoever was moving faster in the opponents direction. It's all about momentum.


On the list of things I've done since recording this video
-  Added a somewhat reasonable camera instead of the stationary one shown in the video
-  Improved AI's use of teleports so as to not unproductively zig-zag around

 On the list of things I think would be cool to do
- Improved collision detection / melee resolution. It's a bit janky in the video, but I know what I should do to improve this.
- Add malleable / destructable terrain (basically integrate the code from the second part of the video in the first post)
- Add energy attacks
- Make it look pretty

On the more unreasonable end of things I'd like to do
- World generation. Instead of the level taking place on a flat surface like in the video, it'd be cool if it took place on a rather large circular world populated with enemies. Gravity would point towards the center of this circle.
- Add rpg elements, where your character can level up to learn new attacks / gain more energy / speed.
- Add rogue-lite elements, so that when your character dies, you start over with a new character on a newly generated world.
- Going hand in hand with the above point, it'd be cool if there were a handful (not that i'm trying to stick with the dbz theme but 7 would honestly be a good number) of scattered items for you to collect on each world. After collecting all of them, you'd be able to select from a list of bonuses to choose from. One of these being immortality aka respawn.


I've changed the name of the topic to Acrobat, but I'm not really in love with the name.  If anyone has a suggestion for a better one, I'm all ears.

SFML projects / Re: It Usually Ends In Nuclear War
« on: November 12, 2017, 05:25:51 pm »
Ah cool.  Looks like a nice clean library.  Very easy to read / understand the code  :)

SFML projects / Re: It Usually Ends In Nuclear War
« on: November 10, 2017, 03:54:41 pm »
I don't know if I'll ever get around to this, but what I'd like to do instead is have a generic job queue system in place where the main thread is posting jobs which need to be done, and there's a constant number of threads taking the next job up in the queue and performing the work.  That would utilize all the cpu cores more consistently / evenly.

Easiest way would be to use a thread pool library.

Yeah.  It was bothering me so I went ahead and integrated a thread pool library instead of having dedicated explicitly defined threads for specific tasks. 

Went with CTPL (https://github.com/vit-vit/ctpl) as it seemed reasonable and didn't have any show stopping open issues.  There was another library that I liked the API of, but it had a deadlock in the most recent version that the author didn't seem too keen on fixing anytime soon.  There was also a boost one that looked like it could be good, but I don't want to use boost.

I'm curious if most people roll their own or something.  I expected there to be libraries with thousands of stars on Github, but the most popular one I found was a C library with 450 stars. 

SFML projects / Re: Zeran's Folly
« on: October 22, 2017, 10:12:31 pm »
Congrats on the Steam release :D

SFML projects / Re: This Grand Life
« on: October 21, 2017, 12:51:32 am »
Fair enough.  Not a huge deal, I just downloaded the demo and it seems to work perfectly on wine. 

It's pretty cool.  Music actually reminds me of the sims, which seems appropriate.  Only suggestion I have is that it'd be awesome if the game were playable through a keyboard or controller.  Like when a new dialogue comes up, it'd be nice if it had focus so you could press enter to close it rather than having to move the mouse over. 

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