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Messages - Gobbles

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46
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 13, 2014, 12:15:16 am »
With your currently posted code I am getting

error C2864: 'gameClass::cSettings' : only static const integral data members can be initialized within a class

for this line:
Code: [Select]
sf::ContextSettings cSettings = sf::ContextSettings(24,8,16,4,3);

47
Welcome to the party! while I didn't go as extreme as you and quit my job, I do however work 9-5 at a game studio then evenings work on my own game.

Careful not to get too burned out!

48
General / Re: weird pointer issue
« on: January 08, 2014, 02:39:32 am »
Ok so I figured out the issue, quite the slap in the face once I did.

Originally I stored my character in a std::shared_ptr, for whatever reason I have no idea.. but I did, anyways this conflicts with the use of std::unique_ptr's inside of vectors and maps(within the character), but not standalone std::unique_ptr's, which is quite curious. I'll have to read up more on why this is. Switching pointers cleaned up the issue.

49
General / Re: weird pointer issue
« on: January 07, 2014, 03:40:44 pm »
I'll post my useage of the object and whip up a an example when I get home from work. However I am certain using the github code for the book will produce the same results. I'll test all this as soon as I can.

50
General / [Solved] weird pointer issue
« on: January 07, 2014, 07:18:08 am »
Recently for my project I made the switch from VS 2010 to VS 2012 to take advantage of some of the newer features it offers, but I've seem to run into an interesting issue I can't seem to figure out.

Currently right now I am trying to build the TextureHolder from the sfml game dev book
namespace Textures
{
        enum ID
        {
                Skeleton
        };
}

class TextureHolder
{
public:
        void Load(Textures::ID id, const std::string& filename);
        sf::Texture& Get(Textures::ID id);
        const sf::Texture& Get(Textures::ID id) const;

private:
        std::map<Textures::ID, std::unique_ptr<sf::Texture>> mTextureMap;
};
 

Pretty Straight forward stuff. But on use I get this error:
error C2248: 'std::unique_ptr<_Ty>::unique_ptr' : cannot access private member declared in class 'std::unique_ptr<_Ty>.

So I investigated this little issue, which appears that the pairing of the std::map is trying to copy over the unique_ptr, which is illegal. I looked into this but couldn't find one single answer as to what was going on. Apparently the issue might be my compiler using old libs? I have tried full uninstalls/re-installs, full repairs, creating a new Empty Project and bringing in all my files individually - everything I can think of.

I've exhausted my resources so now I turn to all of you...  I hope one of you has an answer.
Also I would give you all a complete and minimal example, but I believe this to be a compiler issue... but I could be completely wrong, who knows.

51
SFML projects / Re:Volved, a game of evolution and other things
« on: November 06, 2013, 02:42:01 am »
Splash art!
Just some temporary splash work by an awesome friend.

52
Graphics / Re: small breaks
« on: October 22, 2013, 01:21:53 am »
You kind of blaze by your main loop so I couldn't tell if you used a fixed timestep or not. In case your not, try this: http://gafferongames.com/game-physics/fix-your-timestep/

53
General / Re: Entry point must be defined
« on: October 12, 2013, 10:59:28 pm »
Well you seem to know which section of code it's happening from, time to start some real programming and debug that code. Setup some breakpoints and go through line by line until you find the problem. We are not going to be able to solve the problem for you, especially with the information given.

Quick Edit: Also if your going to use code salvaged from the internet, I would suggest first learning what the code does. The tutorial you are using is ok (source : http://www.dreamincode.net/forums/topic/230524-c-tile-engine-from-scratch-part-1/) but just make sure you know what is going on in the code after it's copy pasted :P

54
General / Re: Help - Random heap corruptions.
« on: September 12, 2013, 04:02:43 am »
hmm I can't test too much right now, but tomorrow at work I should have some down time, I'll use the opportunity to take a closer look.

55
General / Re: why this code not playing voice of cat ?
« on: September 12, 2013, 02:00:13 am »
Have you tried adding breakpoints to see if it ever enters the callback code and loads the file?

56
General / Re: Help - Random heap corruptions.
« on: September 11, 2013, 02:44:35 am »
Have you made sure your not leaking memory?

If not you can use this:
//DEBUG CODE
#ifdef _DEBUG
#define _CRTDBG_MAP_ALLOC
#include <crtdbg.h>
#define DEBUG_NEW new(_CLIENT_BLOCK, __FILE__, __LINE__)
#define new DEBUG_NEW
#endif

int main()
{
        _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );

This will allow you to see any leaked memory when you close the program

57
SFML projects / Re: MParticles - 2D C# Particle System
« on: September 10, 2013, 11:15:19 pm »
good stuff, the snow and the "One Ring" were my favorites. The rain (i think it was rain) looked more like jumping to warp speed :P

Good job overall

58
General / Re: Compiles fine, runs on XP, does not work on Win7
« on: September 10, 2013, 10:34:45 pm »
... If 1.6 has such a major issue, that doesn't fill me with confidence in regards to SFML as a whole.

Your going to base your opinion of the current version of the library on an old outdated version that has since changed drastically?

Do you use this same mentality when playing games? And what about the games you are developing, do you want others to treat you the same way? "Vicker's first game kinda sucked, so I don't think I'm gonna touch this brand new one he put out. It may be a completely different thing, but that first one sure didn't fill me with confidence"

Actually speaking with some co-workers as I'm writing this, seems a lot more people then I previously thought think this way... too bad.

59
General / Re: [Help] Errors when Compiling
« on: September 09, 2013, 06:49:00 am »
Well your certainly not giving us much more to work on.

Compiler? Version? Library version?
how are you linking(Dynamic vs Static)? Did you follow the tutorial exactly as it's written including the red blocks?
What are you trying to build? etc etc.

Also you might want to learn to read this 'gibberish', there's going to be lots more in your future,

60
General / Re: Collisions in simple platform game
« on: September 08, 2013, 09:31:25 pm »
The problem with your collision could very well stem from all these other issues. If the problem was clear black and white, well you wouldn't have posted this question in the first place.

//equations for jumping and falling
if(isJumping) y = jumpBeginY -b*jumpTime + a*jumpTime*jumpTime;
if(isFalling) y = jumpBeginY + a*jumpTime*jumpTime;
//updating jumping time, necessary in above equations
jumpTime += deltaTime;

This is a good example. Your doing multiplications with 'jumpTime', but that variable is a static you redeclare to 0 every single time you enter this function. Then you increase it's value based on 'deltaTime' but that doesn't matter as it's never used again until redeclared the next time you come back into the function.

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