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Messages - firefly2442

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1
General / How to use new C++11 unique and shared pointers?
« on: October 10, 2015, 09:49:24 pm »
I'm trying to update my game object manager to not just a straight pointer but to use new C++11 shared and unique pointers.  I think I need to use a shared_ptr because I want to be able to get access to the objects and change them outside of the manager class.  This code is based off of an older tutorial and I'm trying to make adjustments based on comments by the author about pointers.  I'm also confused about why the Get() method is const.  If I want to make changes to the objects inside the manager, do I need to remove this?

2
General / Re: Advices needed for a HUD/GUI
« on: August 04, 2015, 09:40:25 pm »
If you would like to use an existing library, SFGUI is an option:

http://sfgui.sfml-dev.de/

3
SFML projects / Re: sfeMovie Project [v1.0 released]
« on: June 01, 2013, 11:45:29 pm »
Ahh, my apologies, I must have been looking at something else.  Mea culpa. :)

4
SFML projects / Re: sfeMovie Project [v1.0 released]
« on: June 01, 2013, 04:59:49 am »
Any consideration of changing the license to LGPL to allow linking to the library?  This would match a little more closely with SFML, the dependencies of SFML, ffmpeg, etc...

5
SFML website / Re: Statistics
« on: May 26, 2013, 09:14:05 pm »
http://awstats.sourceforge.net/

Awstats is another.  It may be provided/packaged by your shared host.

6
General / Pang game
« on: May 18, 2013, 07:28:16 am »
https://github.com/firefly2442/pang

Requires:
-CMake
-SFML2
-SFGUI

I'm just tinkering with the Game from Scratch tutorial and I'm kind of stuck on the mechanics of the game portion.  The game is a pong clone.  For the most part, the ball moves appropriately and is able to collide off the player paddle and the top (but not the AI paddle).  Also, the ball sometimes doesn't appear and the paddles get stuck every so often.

So it needs some work, but for the moment I would like to get the ball to bounce off the AI paddle.  I'm comparing between the player and AI paddle files but they seem quite similar to me.  Any ideas or at least places to start looking?

Thanks. :)

7
General discussions / Re: SFML 2 and its new website released
« on: May 01, 2013, 03:17:45 pm »
Congrats on the new website and the 2.0 release.  It really does look nice. :)

8
Audio / Re: OGG File Format Specifications
« on: April 30, 2013, 05:19:58 am »
I ran the program "sndfile-info" on my beat.ogg file and interestingly it is not able to read it.  Running it on the stock orchestral.ogg file from SFML works just fine though.

I used LMMS to create the beat.ogg file that I'm testing.  Perhaps there is a bug upstream in exporting ogg files?...

9
Audio / Re: OGG File Format Specifications
« on: April 25, 2013, 06:06:39 pm »
OpenAL: 1.1.14-4
libsndfile: 1.0.25-5

10
Audio / Re: OGG File Format Specifications
« on: April 24, 2013, 05:07:37 pm »
I'm sorry, #2.  I tried my .ogg file with the SFML sound example.

11
Audio / Re: OGG File Format Specifications
« on: April 24, 2013, 04:30:30 am »
So, I'm not sure if there is something wrong with this file or not...

https://www.dropbox.com/sh/y52rhbt3ypyeuzk/5w5VnFlg1Q

I can play it just fine in VLC.  However, when I play it via SFML, I get terribly bad static and I can barely hear the music.  I thought perhaps it was my code so I used the sound example that comes with SFML and copied over the "orchestral.ogg" file and I got the same issue.  I've tried it on two different computers (both Ubuntu Linux) and have the same issue.

The strange thing is, the WAV version of the file has no problems.  Even other different OGG files can be played via SFML without issues.  I've tried different encoding bitrates but that doesn't seem to help.

Any thoughts?  Thanks. :)

12
Audio / OGG File Format Specifications
« on: March 26, 2013, 05:00:07 pm »
Are there any requirements for OGG files in terms of container type, 16bit vs 32bit, bitrate, single channel vs dual channel, etc. when using SFML?  Or should anything "pretty much work"?  I don't know much about audio files so most of this is a learning experience.

Thanks in advance.

13
Thinking in C++ is pretty good as a book/resource:

http://www.mindviewinc.com/Books/downloads.html

14
+1 for Git and CMake.

Mercurial is nice too but I don't have as much experience.  Ensuring your code is in some kind of version control means you can test things and break your code trying something without having to worry about making backups or messing up your existing codebase.  That's really handy.  Plus the fact that you can easily back it up somewhere.  You don't want to do all this work coding and then have your computer crash and lose everything.

Dropbox is also nice but I wouldn't recommend it for sourcecode.  I think Dropbox is much better suited to saving documents and pictures.  Sourcecode changes too often and while they do have the ability to download previous versions of the file, you have to do it through their web interface which is kind of a pain.

15
Can you ping the IP address or hostname that you're trying to connect to?  I would try that first.  If that works, then it narrows it down a little bit...

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