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Messages - Tuffywub

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16
Audio / Re: Correct Y audition
« on: May 12, 2013, 11:03:50 pm »
I think it would be great to be able to set the "up" vector. It is an absolute MUST for a 3D game. As long as it kept a default value, I don't think it would make the sound library much more complicated.

In fact, I think it is less confusing to have a way of expressing which direction is up. This is because you might not be sure if the direction of the listener and the up vector are really just the same thing. This could lead to some very confusing mistakes.

I think leaving out an important feature is worse than cluttering the API a bit more ;)

17
Network / Re: Checking if TcpSocket is connected
« on: May 11, 2013, 12:05:25 am »
So is there a safe way to check if a server has ended the connection from the client? I know I could always just do a timeout myself, but it seems as if there is no way to tell if the other side has disconnected a TCP connection with SFML?

If I am not able to send a disconnect packet through the connection before disconnecting (program crashes, power outage  ;)), then it is up to the other end to figure out that there was a disconnection, right?

It seems that there should be a simple way to know when the connection was requested to end from the other side...

18
Network / Re: Checking if TcpSocket is connected
« on: May 09, 2013, 04:42:26 am »
Wait.....

so if the other end calls tcpSocket.disconnect(),
then on my end, getRemoteAddress() would not return sf::IpAddress::None???

I'm confused.
When and what does getRemoteAddress() return?
Does it only return sf::IpAddress::None when it has never started a connection, or if there is no connection present?

Going by the documentation, it seems that this would return sf::IpAddress::None whenever there is no connection, even if the other side has disconnected.
To quote:

Quote
Get the address of the connected peer.

It the socket is not connected, this function returns sf::IpAddress::None.

Would someone mind clearing this up for me? Thx for your time  :D

19
Network / Re: Checking if TcpSocket is connected
« on: May 09, 2013, 03:39:36 am »
Thanks Laurent, I have no clue how I missed that. I feel stupid now :P

And that is a good point, I probably won't have to use this very often, though I think it would be useful in this case. I am using this on the server end, and I want to be able to check if a client has disconnected as soon as possible, without having to wait to check with send() or receive().

20
Network / Checking if TcpSocket is connected
« on: May 08, 2013, 04:58:57 am »
Hey, I was wondering, what is the best and fastest way to check if an sf::TcpSocket is connected? Can I just set it to non-blocking mode, and then call receive to get a status code? Would that work, and is it efficient? Is there a better, simpler way? I looked at the documentation, and there doesn't seem to be something like:

bool isConnected();

So what should I use? Sorry if this has been asked, I didn't see anything about it online, but give me a link if there is. Thanks in advance.  :)

21
General discussions / Re: SFML 2 and its new website released
« on: April 30, 2013, 03:40:05 am »
Awesome! Good job!!!  ;D
IOS + Android??? SSSSWWWWEEEEeeeeeeeeeeeeetttttt!!!  :)

22
General discussions / Re: A new logo for SFML
« on: April 28, 2013, 06:26:36 pm »
... although this one was really good too


I think that the arrow could be improved a little. To me it looks like at the end on the left side it curves down too much. An on the second fold, it gets a little too narrow. My vote would still be with this logo, though they all look great. SFML 2 is released today, right?

23
General discussions / Re: A new logo for SFML
« on: April 28, 2013, 01:15:44 am »
I still like Haze'd twisty arrow logo the best.

2 dark, light shadow:

I like this one.
But this would be my second choice.

25
General discussions / Re: SFML needs a glGetProcAddress();
« on: April 07, 2013, 06:42:23 pm »
I know this is an old topic, but as far as I can tell, this doesn't exist. I think it would be a great, simple feature to add. I can do it with macros too, but it would be nice if this was done internally.

26
Feature requests / Re: Mouse capture/grab
« on: March 26, 2013, 06:43:38 am »
I know this is an old topic, but I was wondering if implementing cursor grabbing was still on the todo list. I love SFML, it's an awesome library, but I think that having a good and easy way of trapping the cursor and getting relative input would be great.
I know you can do it by moving the mouse to the center of the window on move events, and then ignoring events where the mouse is moved to the center. But it would be much nicer if the library had a way of doing that for you with window.relativeCursorMode(true) or something.
Sorry again for reviving an ancient topic, but this is a very important feature, especially for fps/3D games. Thanks.

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