• What are you working on? v19
    6,590 replies, posted
[QUOTE=Jookia;32126982]Install SFML using your distro's package manager.[/QUOTE] I'm using 2.x-git, so that wouldn't work. Besides, unpacking, running "cmake -G 'Unix Makefiles'", make, sudo make install, should do the trick, right? I didn't get any errors, so I'm assuming everything is in place (and the files are in the folder I mentioned).
[QUOTE=Jookia;32126982]Install SFML using your distro's package manager.[/QUOTE] Can you not provide another path to search during compile?
[QUOTE=esalaka;32127019]The runtime linker probably just doesn't search the current directory. Usually it doesn't. You'll have to drop the libs in /usr/lib which is best done by doing what Jookia said[/QUOTE] Oh, that way around. But the "runtime linker" does this on Windows then? [editline][/editline] I just did this, and it didn't work. So now I have the files in the following directories the bin folder residing in my home folder /usr/local/lib /usr/lib And it still gives me those errors.
[QUOTE=esalaka;32126951]What are you lecturing to me about? The guy asked for something that's not deprecated. And it's not like you use FBOs for the same purpose as VBOs, anyway.[/QUOTE] I misquoted the wrong post, that's why I edited it out, sry if you felt offended. and I should learn to read better.. sry ;p
[QUOTE=T3hGamerDK;32127022]I'm using 2.x-git, so that wouldn't work. Besides, unpacking, running "cmake -G 'Unix Makefiles'", make, sudo make install, should do the trick, right? I didn't get any errors, so I'm assuming everything is in place (and the files are in the folder I mentioned).[/QUOTE] Okay, then /usr/local/lib isn't in your search path, [B]or[/B] you need to update the ld cache. Run 'sudo ldconfig' and if that doesn't work, 'sudo ldconfig /usr/local/lib' [editline]5th September 2011[/editline] [QUOTE=T3hGamerDK;32127036]Oh, that way around. But the "runtime linker" does this on Windows then?[/QUOTE] On Windows I believe CWD is the first place searched.
Well, you can choose where Linux looks for libraries by specifying the LD_LIBRARY_PATH environmental variable.
Apparently you shouldn't use it, though.
[QUOTE=esalaka;32127064]Okay, then /usr/local/lib isn't in your search path, [B]or[/B] you need to update the ld cache. Run 'sudo ldconfig' and if that doesn't work, 'sudo ldconfig /usr/local/lib' [editline]5th September 2011[/editline] On Windows I believe CWD is the first place searched.[/QUOTE] Thanks! Running 'sudo ldconfig /usr/local/lib' seemed to do the job! I'm wondering, is the CWD included in the search path in Ubuntu? Because I haven't had any of these problems running Ubuntu 11.04, but I do now on Fedora.
[QUOTE=T3hGamerDK;32127139]Thanks! Running 'sudo ldconfig /usr/local/lib' seemed to do the job! I'm wondering, is the CWD included in the search path in Ubuntu? Because I haven't had any of these problems running Ubuntu 11.04, but I do now on Fedora.[/QUOTE]Ubuntu probably puts ./ on the search path.
[QUOTE=esalaka;32127064] Run 'sudo ldconfig' and if that doesn't work, 'sudo ldconfig /usr/local/lib' [/QUOTE] I had the same problem and it was because I hadnt updated the cache. It doesnt update when you restart either [editline]5th September 2011[/editline] [QUOTE=danharibo;32127146]Ubuntu probably puts ./ on the search path.[/QUOTE] Would there be any problems to adding ./ to the ld.conf file?
[QUOTE=Richy19;32127148]Would there be any problems to adding ./ to the ld.conf file?[/QUOTE] Massive security implications. Don't. [editline]5th September 2011[/editline] Ie. Anyone could run any code on your computer by just dropping a library in any directory you could be in (mostly $HOME)
[QUOTE=esalaka;32127127]Apparently you shouldn't use it, though.[/QUOTE] Why not?
[QUOTE=thelinx;32127182]Why not?[/QUOTE] [url=http://xahlee.org/UnixResource_dir/_/ldpath.html]I[/url] [url=http://blogs.oracle.com/rie/date/20040710]dunno[/url]
A bit late, but [img]http://images.overvprojects.nl/SS-2011-09-05_16.51.07.png[/img] I honestly wish I had the time to work on open.gl, but I have a lot less time to spend on my PC lately.
[QUOTE=esalaka;32127200][url=http://xahlee.org/UnixResource_dir/_/ldpath.html]I[/url] [url=http://blogs.oracle.com/rie/date/20040710]dunno[/url][/QUOTE] That all makes sense, but for most programs, especially if you are simply trying to learn the language, the program is only for personal use, or you want to try out a new library, the environment variable seems like a good alternative.
[QUOTE=Rayjingstorm;32127343]That all makes sense, but for most programs, especially if you are simply trying to learn the language, the program is only for personal use, or you want to try out a new library, the environment variable seems like a good alternative.[/QUOTE] I suppose
Cool! The game I help develop is now up on Desura! :D [URL="http://www.desura.com/games/king-arthurs-gold/news/what-is-king-arthurs-gold"]clicky clicky[/URL]
-snip-
OK, continuining from my last question, what's the best way to simulate sound waves? I just made a mockup using a load of particles that draw lines to eachother. Work great in some circumstances (for reflecting etc) but they obvious can't cancel eachother out and there's no decent diffusion etc. You can't really have a particle per pixel because the waves get wider and larger as they propogate, so you'd somehow have to work out where to place these particles as the wave moves, etc. Basically, what's a better way of representing waves than as lots of little particles? Is there one?
[QUOTE=garry;32123629]Avoid obvious gradients. Go for solid, colourful colours, but not just the 3 primary colours. Try to avoid having full colour, but make sure they all work together. If you keep the white background then slight shadows look good. If you add things like shadows try not to make them obvious. I'd change the font to something bolder and not outlined, but that's my preference. Either way I'd get rid of the outlined font. I'd make the ball a fat guy or something interesting too.[/QUOTE] thanks for the extremely helpful advice, garry would you say this is an improvement or a regression? [img]http://i.imgur.com/03bKl.png[/img] i also took your advice regarding the player ... needless to say, i don't want to show it yet :v: [editline]5th September 2011[/editline] also i might look into AA for devices that support it
[QUOTE=icantread49;32127629]thanks for the extremely helpful advice, garry would you say this is an improvement or a regression? [img]http://i.imgur.com/03bKl.png[/img] i also took your advice regarding the player ... needless to say, i don't want to show it yet :v: [editline]5th September 2011[/editline] also i might look into AA for devices that support it[/QUOTE] Definitely an improvement in the font.
[QUOTE=chaz13;32127622]OK, continuining from my last question, what's the best way to simulate sound waves?[/QUOTE] I'd write a fragment shader and do each source per-pixel in its own pass. You're going to need an intermediate framebuffer buffer object to accumulate complex values before displaying the final amplitude. You make the red channel the real part of the wave, then the green channel the imaginary part. The equation is going to be something like 1/r² * exp[j*2*pi*f*(t + r/c)], so the red (real) component will be 1/r² * cos(2*pi*f*(t + r/c)) and the green (imaginary) will be 1/r² * sin(2*pi*f*(t + r/c)). t = time, r = distance, f = frequency, j = imaginary unit, c = speed of sound. Render each as a full screen quad (using a stencil pass to hide walls, etc) with an additive blend pass as though it were a light. You can do reflections by reflecting the source across the plane of the wall and drawing everything in front of it. When all this is done, draw the amplitude to the screen (sqrt(red*red + green*green)). This should give you working phase cancellation, etc.
[QUOTE=T3hGamerDK;32125931]It really really looks great! I wish desura would be out for Linux soon, and that your game would be too :([/QUOTE] I forgot to mention, I think this is their current priority.
[QUOTE=NovembrDobby;32127864]I forgot to mention, I think this is their current priority.[/QUOTE] Indeed it is, they're currently porting it to Linux, but if "Rotion" is made using XNA, I wouldn't be able to play it anyway D:
[QUOTE=ROBO_DONUT;32127789]In what regard? Is this just for sound effects, or do you need some sort of visual representation?[/QUOTE] I'm talking about a visual representation (but it could be used to model sounds for the game in a simplified version in the future, too). Imagine one of those falling sand games, but for acoustics.
[QUOTE=chaz13;32128061]I'm talking about a visual representation (but it could be used to model sounds for the game in a simplified version in the future, too). Imagine one of those falling sand games, but for acoustics.[/QUOTE] Yeah I didn't read. I updated my post with the method I'd use. Might want to double-check my math though, I kinda rushed through it. [editline]5th September 2011[/editline] A note about the framebuffer I mention, it should be a two-channel floating-point format, like OpenGL's "GL_RG16F" Also, fixed a few mistakes.
[QUOTE=ROBO_DONUT;32128126]Yeah I didn't read. I updated my post with the method I'd use. Might want to double-check my math though, I kinda rushed through it. [editline]5th September 2011[/editline] A note about the framebuffer I mention, it should be a two-channel floating-point format, like OpenGL's "GL_RG16F"[/QUOTE] Thanks for that, it's really helpful. I can't implement it from the get go but I know what I need to work out, now. The actual theory makes sense, though, which is always promising!
[QUOTE=foszor;32116490]With all the games coming out lately, I've been getting annoyed with all the age gates on videos (gametrailers.com, steampowered.com, etc) so I wrote a Chrome Extension that fills them in for you. Right now it only works on the triple dropdown style [url]http://puu.sh/5c9P[/url] age gates, but I'll try to add support for other ones as well. If you are a Chrome user and run into these age gates a lot (gaming, porn, I don't care), drop me a PM and I'll add you to the testers list and give you the Web Store link (its unpublished atm, I want to get it out of alpha before I publish it).[/QUOTE] Its published now [url]https://chrome.google.com/webstore/detail/nbcfnficenojmlahmnipiihhckakgfmc[/url]
[QUOTE=icantread49;32127629]...Stuff about art assets for programmers...[/QUOTE] I like to procedurally generate stuff based on photoshop clouds, levels, selections and filters. Here's some from when I was making planets: [img]https://photos-1.dropbox.com/i/xl/GcTgFrLkzmOiasQFQH2Fg1OrXsSjqUBC1XWND5lHqUY/3655503/1315328400/2b535f4[/img] I never modified the images manually except to change the drawing area. Palette swapping can save you a lot of time too.
[QUOTE=foszor;32128631]Its published now [url]https://chrome.google.com/webstore/detail/nbcfnficenojmlahmnipiihhckakgfmc[/url][/QUOTE] -snip dumb-
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