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Messages - klusark

Pages: 1 2 [3]
Audio / Cant load any music-files
« on: July 20, 2009, 04:12:44 am »
Are you sure that the sound file is in the same folder as the executible?

Window / Understanding const sf::Input&
« on: July 18, 2009, 10:38:33 pm »
It is a const so that the compiler will catch if you accedently reassign it. The & is so that it does not return a copy, but a referance of the original input.

General discussions / Wii port
« on: July 14, 2009, 05:04:49 pm »
I am not a Licensed Nintendo developer. By porting sfml to the wii I meant  wii homebrew :P. libogc already has a everything that is needed (Im pretty sure...), other than OpenGL.

General discussions / Wii port
« on: July 14, 2009, 05:08:57 am »
I am currently hoping to port sfml to the Wii/GameCube, but I am not sure how to go about doing this. The Wii uses a system called GX for rendering. Looking at sfml it seems quite locked into using OpenGL.

How can I go about getting GX to be used and not OpenGL. Would some kind of rendering abstraction help? The library gl2gx looks promising, but it does not work very well at the moment.

Edit: I am currently trying to contact a mesa3d developer who has done some work on making a wii opengl driver.

General / 48% CPU USAGE!
« on: January 16, 2009, 05:00:32 am »
Quote from: "efeXor"
Quote from: "Daazku"
48% while the app is running or after?

Because if its while the app is running its totally normal.....

how is that in any way normal?

Take a look at any game. What is your cpu usage at while its running?

Graphics / Help with using Rect
« on: January 16, 2009, 04:11:33 am »
Have you checked all the numbers in the two rects with a debugger to make sure they are what you want them to be?
Edit: that function will get a rect defined as :mySubRect   (0, 0, Img.GetWidth(), Img.GetHeight()) therefore it will always collide.

General / 48% CPU USAGE!
« on: January 16, 2009, 04:07:54 am »
It trying to render as fast as it can. You could limit the frame rate by adding waits to each loop.

General / Flexible Object Manager
« on: January 13, 2009, 05:38:16 am »
You could get the name of object as a string and compare it to all the possibilities.
Example from my game
Code: [Select]
void spriteManager::registerSprite(std::string type, std::string name)
if (type.compare("player") == 0){
genericSprite *player = new Player(name);
Sprites[name] = player;
std::cout << "Could not find sprite type" << std::endl;

Audio / Is there an event trigger when sound done playing?
« on: January 10, 2009, 11:19:33 pm »
You could use a pausable clock, as long as you know how long the song is.

General / Disable CMD?
« on: January 10, 2009, 08:22:00 pm »
You may also need to set the linker subsystem to Windows

General / Flexible Object Manager
« on: January 10, 2009, 08:17:56 am »
For looping though you could use std::vector

General / After installing SFML Full SDK ver1.4: unusual Termination
« on: January 08, 2009, 01:43:59 am »
Are you using the vs2008 libs when your are using vs2005?

Graphics / Unvisible Sprite background?
« on: January 07, 2009, 10:51:07 pm »
You could use an image format like PNG that supports transparencies.

Feature requests / sfml equivalent of GetMessage()
« on: January 07, 2009, 10:26:18 pm »
Boost smart pointers? It would destroy the object when it is not needed anymore.

Window / Bug in event polling with joysticks
« on: January 03, 2009, 11:42:13 pm »
I noticed that I was getting around 50fps and tracked that down to the joystick prosessing code in the event polling. I had a joystick connected to my computer about an hour prior but it was disconnected. I found when I changed sfml to not poll the joysticks it went back to normal.

Pages: 1 2 [3]