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Author Topic: Some features  (Read 25943 times)

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sebastiend

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Some features
« on: March 06, 2008, 08:24:04 pm »
SFML looks really promising good things for now and the future.

I am currently using the pygame Python library and some features would be interesting if implemented with SFML. I think about sprites groups. It also manage collisions (Only rectangles); so having collisions managed by polygons would not be too much. Having an integrated physics engine or a bridge with an existing one could also improve some games gameplay, even if others may not need it.

Anyway, SDL can render opengl spaces. Still in Pygame, using it make you unable to use both sprite and draw modules. What would be nice is to replace characters sprite animation by a 3d model making it smoother, but still exploring a 2d tilemap like Nintendo has done for both zelda and mario.

Making the first part (sprite groups) could be in my abilities; others, why not with time and good documentation.

tgm

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« Reply #1 on: March 06, 2008, 09:48:26 pm »
acctualy I think you misunderstood SFML (as I did too) as a grafics engine..
well, thats not exactly what it is.. SFML is just a Abstraktion layer... Especially Physics is not the point of SFML (though I would like to have it too^^)
Searching for some 2D physics engine I found this one which looks quite promissing: (didn't test jet it thought -_-)
http://wiki.slembcke.net/main/published/Chipmunk

sebastiend

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« Reply #2 on: March 06, 2008, 10:06:07 pm »
What are SFML underlying libraries? I have seen it is openal for sound. SDL and Opengl for gfx? Network?

tgm

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« Reply #3 on: March 06, 2008, 10:14:58 pm »
I guess there are no underlying libaries for Network, windowcreation, threads and timing.. He's simply using the API functions.. I think..

Aszarsha

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« Reply #4 on: March 07, 2008, 08:43:46 am »
Quote from: "tgm"
I guess there are no underlying libaries for Network, windowcreation, threads and timing.. He's simply using the API functions.. I think..
You're true.

SDL is of course used nowhere, SFML is meant to be a challenger of it ! ;)

GFX are all done through OpenGL, but I think that Laurent is considering implementing a software back-end.

sebastiend

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« Reply #5 on: March 07, 2008, 02:15:11 pm »
I think it won't be too hard making it work with chipmunk. For 3D models, perhaps opengl calls will be usefull.

About Gui, an existing system which has an opengl renderer is CEGUI, with a lot of widgets.

fixus971

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« Reply #6 on: May 12, 2008, 10:18:00 pm »
Hi, thanks :P  and excuse but I cant found on web an example to implement CEGUI in SFML.
I only found someone that try with some problem: :oops:
http://www.cegui.org.uk/phpBB2/viewtopic.php?p=14435&sid=7cc8ae19a806c6bbf225840188920d4a

I see pictures..

I'm only need some point to start but I haven't time to hardcode too much.  
:roll: Where can found a minimal implementation of CEGUI in SFML?

Thanks.  :D
^_^=>Il calcolatore รจ straordinariamente veloce, accurato e stupido. Gli uomini sono incredibilmente lenti, imprecisi e creativi. L'insieme dei due costituisce una forza incalcolabile. (Albert Einstein)

Kreeg

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« Reply #7 on: May 12, 2008, 10:35:38 pm »
Quote from: "Aszarsha"
Quote from: "tgm"
I guess there are no underlying libaries for Network, windowcreation, threads and timing.. He's simply using the API functions.. I think..
You're true.

SDL is of course used nowhere, SFML is meant to be a challenger of it ! ;)

GFX are all done through OpenGL, but I think that Laurent is considering implementing a software back-end.


The underlying libraries for network, windowing, and system stuff are the systems APIs
Attention (va) aux (sur) messages (mon) subliminaux, (blog) camarade !

workmad3

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« Reply #8 on: May 12, 2008, 11:26:56 pm »
Why would Laurent implement a software backend when OpenGL is already a software renderer and a hardware renderer? :)

Laurent

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« Reply #9 on: May 13, 2008, 04:12:07 am »
Quote
Why would Laurent implement a software backend when OpenGL is already a software renderer and a hardware renderer?

Because some specific systems don't have an OpenGL implementation. However, I'm going to provide a renderer abstraction but I'll leave the software renderer implementation to whoever needs it and wants to contribute ;)
Laurent Gomila - SFML developer

 

anything