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Messages - Mad Engineer

Pages: 1 [2]
16
Graphics / Re: Pass RenderWindow to function
« on: January 13, 2014, 12:31:32 am »
omg thank you so much, i used drawable so now i can put player in draw call :D . Thanks man

17
Graphics / Pass RenderWindow to function
« on: January 12, 2014, 10:55:02 pm »
Lets say i have main function and there i have declared a RenderWindow window.

In my player class i have Draw function to draw everything relevant to player. How can i pass window from my main function  to my draw function in player class so i can draw player stuff, and then just call player.draw( render window) in main game loop.

18
Graphics / OpenGL error report in console window
« on: January 11, 2014, 08:30:37 pm »
So program works fine but i get this weird error message in console window, anyone knows what might be the problem. I never got this kind of error in 2.0 , but now in 2.1 i get it. There is screen shot i hope its big enough to read.

Also, when i set release build i get no error in console window, when debug build is set i get error as shown in screen shot.

19
Network / Re: Networking question
« on: January 05, 2014, 09:06:40 pm »
Yes that is true :D . But problem comes in again if there are more then one game active at the same time. (each active game has its own console application that is started when main server app gathers enough players )

I think i will handle main server app with TCP. And server-game apps with UDP since UPD is connectionless with self implemented delivery check for some important stuff like chat etc... ( correct me if i'm wrong here, but UDP can actually just watch for stuff that comes on specific port , whithout the need of handshake and listening to port like TCP does ?? )

Thank you all for responses this helped me make some decisions on how to implement stuff :D

20
Network / Re: Networking question
« on: January 05, 2014, 03:55:12 pm »
I was thinking on making master server console app that is always running on my computer, so when people want to play they click find game, and server makes list of players currently searching for a game. When there are enough people searching, master server app starts new .exe app that will handle current game that started. So i need to receive data with master server only when people are still searching for a game, and then when they find the game i want to receive data with .exe that is specific to their game.

I hope this is clear enough explanation.

If i can't make more apps on same port i think i will make list of games and handle them all with one app. And not start new console for every game.

This was only my quick solution on how to make "Find Game" system, and not make players type IP address and port farword. XD

21
Network / Networking question
« on: January 05, 2014, 02:23:04 pm »
Let's say i have 2 computers.
On one computer i have two applications that receive data.
With second computer i have application that is sending data.

How can i send data to specific application and not both of them, with only using one port.

22
General / Re: Using SFML with win32 API
« on: December 29, 2013, 11:05:45 am »
Thanks, this made my day :D

23
General / Using SFML with win32 API
« on: December 28, 2013, 09:51:07 pm »
Is it possible to make only part of the window render target, so i can use rest of the window for my win32 commands. I want to do this to create map editor for my 2D game.

24
Graphics / Shader exemple not working
« on: December 27, 2013, 06:41:34 pm »
When i start Shader example that comes with SFML 2.0 it says shader not supported. Does that mean shaders for that example are written with GLSL that my GPU does not support ???

25
General / Build for Visual Studio 2013 ?
« on: July 14, 2013, 06:29:21 pm »
When we can get build for Visual Studio 2013 ?

26
General / What is the best way to limit fps?
« on: February 17, 2013, 06:10:53 pm »
So i have problem with my game. It works very well on my computer. But when i play it on slower computer it just runs slow, and if i play it on faster computer everything moves faster. So my question is, what is the best way to limit loop per sec (fps) to 60 so it can run at the same speed on all computers ?

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