[QUOTE=Overv;31208688]Mixing SFML and OpenGL calls would become a mess imo. It's best to just use OpenGL for everything so that the situation stays manageable.[/QUOTE]
I find it quite manageable to work with OpenGL in SFML 2.0.
It's all opengl under the hood so I see no problem with it.
I've been making a dungeon generator a little more interesting and added collectible stardust: (warning 1.5 MB gif)
[img]http://dl.dropbox.com/u/4081391/dust.gif[/img]
Basically, the stuff randomly spawns in the dungeon, but you can also get it from destroyed enemies/asteroids/whatever else I'm planning to add. White stardust gives you 5 points, yellow gives 10, orange gives 20 and red gives 50.
I'm planning on making a showcase thread soon. (DONE: [url]http://www.facepunch.com/threads/1108925-Space-Hazard[/url])
[QUOTE=Overv;31208688]Mixing SFML and OpenGL calls would become a mess imo. It's best to just use OpenGL for everything so that the situation stays manageable.[/QUOTE]
10 days [img]http://www.facepunch.com/fp/emoot/cop.gif[/img]
[QUOTE=Dlaor-guy;31209009]I've been making a dungeon generator a little more interesting and added collectible stardust: (warning 1.5 MB gif)
[img]http://dl.dropbox.com/u/4081391/dust.gif[/img]
Basically, the stuff randomly spawns in the dungeon, but you can also get it from destroyed enemies/asteroids/whatever else I'm planning to add. White stardust gives you 5 points, yellow gives 10, orange gives 20 and red gives 50.
I'm planning on making a showcase thread soon.[/QUOTE]
You should add a stardust that takes away points too, maybe colour it gray
Yeah, unavoidable things that hurt your score isn't frustrating at all.
[QUOTE=Quark:;31209363]You should add a stardust that takes away points too, maybe colour it gray[/QUOTE]
I'd still collect it, can't stand leaving stuff on screen.
I'm the kinda guy who destroys every box and exploding barrel if he can help it.
[QUOTE=AtomiCasd;31208923]I find it quite manageable to work with OpenGL in SFML 2.0.
It's all opengl under the hood so I see no problem with it.[/QUOTE]
There's no problem with using OpenGL with SFML itself, but SFML commands could change all kinds of states and it would get a mess.
[QUOTE=Overv;31209405]There's no problem with using OpenGL with SFML itself, but SFML commands could change all kinds of states and it would get a mess.[/QUOTE]
If I recall correctly there's an SFML function which saves the current OpenGL state, then you can make some SFML calls and reload the state afterwards.
[QUOTE=Ziks;31209540]If I recall correctly there's an SFML function which saves the current OpenGL state, then you can make some SFML calls and reload the state afterwards.[/QUOTE]
But that's slow, because it resets every single state.
I need to redo the rank storing for campaign levels, at the moment it's just a list of numbers in the achievement file (you can score bronze/silver/gold/blue depending on difficulty) which is silly and doesn't work properly if levels are added/moved around.
I'm thinking one of these:
[b]1.[/b] Store each levels score in its own level file
[b]2.[/b] Store the scores in a single file which holds the hashes of levels and the corresponding scores (so if a level changes its score is reset)
[b]3.[/b] Ok never mind number 2 sounds good. Unless anyone has other suggestions
[QUOTE=eXiv2;31204910][img]http://i.imgur.com/ATWpG.png[/img]
Jesus fuck that's big. Well. Let's get to work.[/QUOTE][thumb]http://dl.dropbox.com/u/2951174/iPhone/Photo%20lug%2019%2C%2018%2035%2007.jpg[/thumb]
:v:
I lost the cable for my camera, else I'd make a photo of mine too.
Anyone know of a good memory leak detector that works with MinGW.
[img]http://i.imgur.com/oxZrn.jpg[/img]
WAYWO: Pictures of your OpenGL Superbible edition
How are you guys liking the OpenGL SuperBible?
I've been looking at the speeds of XNA vs. SlimDX vs. SharpDX vs. Native C++, and XNA is 9 times slower than native C++. Because of this (and several other reasons about XNA) I've been considering switching to C++ which of course leads to "DirectX or OpenGL". Doing research on both of these has lead to some interesting discoveries (Like iD Tech 5 is running OpenGL).
I'm thinking of learning OpenGL when open.gl finishes and spending my time researching porting over my existing content in the mean time.
[QUOTE=Lord Ned;31209959]How are you guys liking the OpenGL SuperBible?
I've been looking at the speeds of XNA vs. SlimDX vs. SharpDX vs. Native C++, and XNA is 9 times slower than native C++. Because of this (and several other reasons about XNA) I've been considering switching to C++ which of course leads to "DirectX or OpenGL". Doing research on both of these has lead to some interesting discoveries (Like iD Tech 5 is running OpenGL).
I'm thinking of learning OpenGL when open.gl finishes and spending my time researching porting over my existing content in the mean time.[/QUOTE]
If your going from XNA to pure openGL your going to have a big shock.
It will be worth it in the end but just saying
I don't have one, I'm waiting for open.gl in just below 10 days, 5 hours and 10 mins
[QUOTE=thelinx;31209921][img]http://i.imgur.com/oxZrn.jpg[/img]
WAYWO: Pictures of your OpenGL Superbible edition[/QUOTE]
I see you have a Caanoo. Have you tried making some homebrew for it? I orderded one a week ago, still waiting it to ship.
[QUOTE=NorthernGate;31209385]I'd still collect it, can't stand leaving stuff on screen.
I'm the kinda guy who destroys every box and exploding barrel if he can help it.[/QUOTE]When I play Bioshock, I collect every little thing possible. If I see an eve hypo, I'll waste one shot of eve just to reload and pick it up. I feel OCD-ish..
[QUOTE=Simspelaaja;31210020]I see you have a Caanoo. Have you tried making some homebrew for it? I orderded one a week ago, still waiting it to ship.[/QUOTE]
If porting a LÖVE game to nLÖVE counts, then yes.
[media]http://www.youtube.com/watch?v=c-wvBA9YmA0[/media]
[QUOTE=Richy19;31209997]If your going from XNA to pure openGL your going to have a big shock.
It will be worth it in the end but just saying[/QUOTE]
How so, the fact OpenGL doesn't give me nice functions like GraphicsDevice.DrawString(...) and GraphicsDevice.DrawUserINdexPrimitives, etc?
[QUOTE=Lord Ned;31210330]How so, the fact OpenGL doesn't give me nice functions like GraphicsDevice.DrawString(...) and GraphicsDevice.DrawUserINdexPrimitives, etc?[/QUOTE]
OpenGL is on completely different level. C++ and OpenGL is just a dirty mess of million functions and structs on the same namespace. There is not a single class.
[QUOTE=Simspelaaja;31210373]OpenGL is on completely different level. C++ and OpenGL is just a dirty mess of million functions and structs on the same namespace. There is not a single class.[/QUOTE]
How's DirectX compared to that? :v:
[QUOTE=Overv;31208688]Mixing SFML and OpenGL calls would become a mess imo. It's best to just use OpenGL for everything so that the situation stays manageable.[/QUOTE]
It would only be true if SFML wasn't actually designed to work around OGL. Also SFML is a very simple library so it can't really become unmanageable.
[QUOTE=TerabyteS_;31209819][thumb]http://dl.dropbox.com/u/2951174/iPhone/Photo%20lug%2019%2C%2018%2035%2007.jpg[/thumb]
:v:[/QUOTE]
I like those post-it notes. I'll do the same thing.
[QUOTE=Overv;31209405]There's no problem with using OpenGL with SFML itself, but SFML commands could change all kinds of states and it would get a mess.[/QUOTE]
If you've used some of the previous versions of SFML you could have had some of those problems, but I don't know any of those, I started using OpenGL with SFML2.0 and it has these pretty handy functions.
From [url=http://www.sfml-dev.org/documentation/2.0/classsf_1_1RenderImage.php]RenderImage[/url]
[quote]
void SaveGLStates ()
Save the current OpenGL render states and matrices.
void RestoreGLStates ()
Restore the previously saved OpenGL render states and matrices.
[/quote]
[QUOTE=Lord Ned;31210501]How's DirectX compared to that? :v:[/QUOTE]
DirectX is on a completely different level, too.
You should be comparing Direct3D to OpenGL, not DirectX
How many people here actually have dualscreen?
I could if I had a vga to hdmi converter or something...
Now since I can't really show what I'm working on right now (boring LOD stuff) I'll just show you a very old release of my engine. It's the version 8 (it's now v16) and I rewritten the entire thing on each update so it changed a lot. It was back when I was working only with OpenGL and Bullet. (YouTube made much darker than it actually is, it also broke the AA)
[video=youtube;9jhV7ESNeGw]http://www.youtube.com/watch?v=9jhV7ESNeGw[/video]