Added ability to specify initial vertices by a list of positions directly in the constructor using an initializer list (see simple examples)
That will make the syntax much cleaner.
It probably would have been proper of me to tell you how I extended Spline, but it appears you exposed identical functionality that I did, minus a difference in the parameter list.
All I added was:
sf::Vector2f getInterpolatedVertex(unsigned int index);
unsigned int getInterpolatedVertexCount() const;
Added ability to automatically close the spline. This also takes into account the angle connection of the first and final vertices for thick Splines:
That will (probably) take care of the hitch that occurs when paths meet. I had duplicated the meeting vertex at that point.
Added ability to retrieve an interpolated position of the Spline as well as the number of interpolated positions in the entire Spline - useful for control paths:
My particle effects much appreciate
Can this allow you to retrieve the interpolated thick points? One could create several parallel paths that way with only one spline.
@JayhawkZombie, I noticed you're spinning the SFML card at the beginning of your video. Are you using Selba Ward's Sprite3D? If so, consider increasing the subdivision amount Also, if you set its origin to its centre, it rotates around the centre in 3D too!
We are! Actually, it would be more accurate to say we're integrating SelbaWard into our Engine, but that was there for just showing it off. The subdivision amount completely slipped my mind - I'll try that!
We used SelbaWard in our "tech" demo a couple days ago. We had "smokey" particles following a path in one menu, and used your Starfield in the physics / time dilation demo.
Having time freeze for everything but the starfield had a cool-looking effect.
The anti-aliased spline looks really nice.
We're migrating our code base from our old design repo to our official open-source repo. Once that's done, I'll try to make a tech demo and leverage some more SelbaWard functionality.
OH, we also used your Bitmap font/text classes to speed up text rendering. Those things are a godsend.