[QUOTE=Ortzinator;31227551]But you'd be smashing it with your face.[/QUOTE]
So?
[QUOTE=Ortzinator;31227551]But you'd be smashing it with your face.[/QUOTE]
Like a boss.
[QUOTE=Ortzinator;31227551]But you'd be smashing it with your face.[/QUOTE]
headbutt
[QUOTE=Maurice;31222663][url]http://filesmelt.com/dl/layer1.png[/url][/QUOTE]
How legal is to use these tile sets ? I would like to use them too, so I ask.
Edit: I actually used them already, but still...
[QUOTE=AntonioR;31229208]How legal is to use these tile sets ? I would like to use them too, so I ask.
Edit: I actually used them already, but still...[/QUOTE]
Legal as long as you don't take credit/market anything made with them.
This is how I view physics in my head, and is how I'll implement it in my framework.
[img]http://i56.tinypic.com/6pq2qt.png[/img]
I've started looking into Panda3D ([url]http://www.panda3d.org[/url]) has anyone got any previous experience with this? I don't wanna fully learn a framework (?) and then be told its shit.
[url]http://www.benjojo.co.uk/ip[/url]
The data that I found a few posts back in CSV or SQL format, In case anyone wants to make some visualizer or something cool with it, because I have no idea what to do with the data.
[img]http://dl.dropbox.com/u/23989104/ah1z_phong.png[/img]
Phong shading.
Where'd my textures go? :v:
Decided Minecraft would be better with a quests subsystem. In-progress - I ripped the quests semantics right off the TESCS/GECK. Quests are FSMs (those are so damned useful in games), they tick() and are notified(message).
[media]http://www.youtube.com/watch?v=a3Bv1_OZ7I0[/media]
Dear Facepunch,
I would like to learn OpenGL using either C++ or C#. (having previous knowledge of both languages)
Where do I start?
Don't tell me open.gl, that's cheating :v:
[QUOTE=Gbps;31230207]Dear Facepunch,
I would like to learn OpenGL using either C++ or C#. (having previous knowledge of both languages)
Where do I start?
Don't tell me open.gl, that's cheating :v:[/QUOTE]
The OpenGL SuperBible 5th Edition
[QUOTE=theJohn;31230250]The OpenGL SuperBible 5th Edition[/QUOTE]
This is probably the most complete source of information, so this and also open.gl in 9 days, 3 hours, 25 minutes and 54 seconds :v:
[QUOTE=HubmaN;31230081]Decided Minecraft would be better with a quests subsystem. In-progress - I ripped the quests semantics right off the TESCS/GECK. Quests are FSMs (those are so damned useful in games), they tick() and are notified(message).
[media]http://www.youtube.com/watch?v=a3Bv1_OZ7I0[/media][/QUOTE]
Send that video to Notch. Maybe he'll like the idea.
I feel retarded because I can't get a simple SFML window to display :(
[code]
#include "stdafx.h"
#include <SFML/Window.hpp>
int _tmain(int argc, _TCHAR* argv[])
{
return 0;
}
[/code]
This hits a breakpoint on return 0; and makes a console window.
If I do:
[code]
#include "stdafx.h"
#include <SFML/Window.hpp>
int _tmain(int argc, _TCHAR* argv[])
{
sf::Window App(sf::VideoMode(800, 600, 32), "SFML Window" );
while (true)
{
App.Display();
}
return EXIT_SUCCESS;
}[/code]
With a breakpoint on App.Display(); it never hits it, and I never get a window. I just get a console application that sits open.
My guess is I set up the project wrong, but I'm not sure how to fix that.
[QUOTE=TheCloak;31231019]Send that video to Notch. Maybe he'll like the idea.[/QUOTE]
Have you seen Artifact mod, by the way
If not, [url=http://www.cogscomic.com/Artifact/Design_Doc_Artifact.jpg]you totally should take a look[/url]
[editline]20th July 2011[/editline]
[QUOTE=Lord Ned;31231239][code]int _tmain(int argc, _TCHAR* argv[])[/code].[/QUOTE]
Wwhy
I just got two new books :dance:
[thumb]http://dl.dropbox.com/u/2951174/iPhone/Photo%20lug%2020%2C%2020%2049%2017.jpg[/thumb]
[QUOTE=esalaka;31231315]Have you seen Artifact mod, by the way
If not, [url=http://www.cogscomic.com/Artifact/Design_Doc_Artifact.jpg]you totally should take a look[/url][/QUOTE]
This is awesome
[QUOTE=Lord Ned;31231239]I feel retarded because I can't get a simple SFML window to display :(
[code]
#include "stdafx.h"
#include <SFML/Window.hpp>
int _tmain(int argc, _TCHAR* argv[])
{
return 0;
}
[/code]
This hits a breakpoint on return 0; and makes a console window.
If I do:
[code]
#include "stdafx.h"
#include <SFML/Window.hpp>
int _tmain(int argc, _TCHAR* argv[])
{
sf::Window App(sf::VideoMode(800, 600, 32), "SFML Window" );
while (true)
{
App.Display();
}
return EXIT_SUCCESS;
}[/code]
With a breakpoint on App.Display(); it never hits it, and I never get a window. I just get a console application that sits open.
My guess is I set up the project wrong, but I'm not sure how to fix that.[/QUOTE]
Check if there's a Visible property or SetVisible method on the window object. Make sure it's set to true.
[QUOTE=esalaka;31231315]
Wwhy[/QUOTE]
Because that's the default VS gives me and I wasn't going to be fucking around with it until I got it working.
I was just wondering how come no one ever recomends the OpenGL red book?
[QUOTE=thomasfn;31231449]Check if there's a Visible property or SetVisible method on the window object. Make sure it's set to true.[/QUOTE]
There is not. It's not even hitting the breakpoint on the sf::Window App line.
[QUOTE=Lord Ned;31231239]I feel retarded because I can't get a simple SFML window to display :(
[code]
#include "stdafx.h"
#include <SFML/Window.hpp>
int _tmain(int argc, _TCHAR* argv[])
{
return 0;
}
[/code]
This hits a breakpoint on return 0; and makes a console window.
If I do:
[code]
#include "stdafx.h"
#include <SFML/Window.hpp>
int _tmain(int argc, _TCHAR* argv[])
{
sf::Window App(sf::VideoMode(800, 600, 32), "SFML Window" );
while (true)
{
App.Display();
}
return EXIT_SUCCESS;
}[/code]
With a breakpoint on App.Display(); it never hits it, and I never get a window. I just get a console application that sits open.
My guess is I set up the project wrong, but I'm not sure how to fix that.[/QUOTE]
1. You aren't checking for events. Do so by creating an sf::Event and putting this inside your game loop:
[cpp]
while(App.GetEvent(Event))
{
}
[/cpp]
2. You are using while(true) instead of while(App.IsOpened())
I bet you anything its because your using this crap[cpp]
int _tmain(int argc, _TCHAR* argv[])[/cpp]
Did you create an empty project?
try this
[cpp]
#include <SFML/Graphics.hpp>
int main()
{
// Create the main rendering window
sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Graphics");
// Start game loop
while (App.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
}
// Clear the screen (fill it with black color)
App.Clear();
// Display window contents on screen
App.Display();
}
return 0;
}[/cpp]
[QUOTE=NorthernGate;31231622]1. You aren't checking for events. Do so by creating an sf::Event and putting this inside your game loop:
[cpp]
while(App.GetEvents(Event))
{
}
[/cpp]
2. You are using while(true) instead of while(App.IsOpened())[/QUOTE]
[url]http://www.sfml-dev.org/tutorials/1.6/window-window.php[/url]
while(true) means it'd always loop. It wouldn't require App.IsOpened() to be true then. You're thinking of the next tutorial.
[QUOTE=Richy19;31231649]I bet you anything its because your using this crap[cpp]
int _tmain(int argc, _TCHAR* argv[])[/cpp]
Did you create an empty project?
try this
[cpp]
#include <SFML/Graphics.hpp>
int main()
{
// Create the main rendering window
sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Graphics");
// Start game loop
while (App.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
}
// Clear the screen (fill it with black color)
App.Clear();
// Display window contents on screen
App.Display();
}
return 0;
}[/cpp][/QUOTE]
Same problem. Compiles fine, just opens a command-prompt looking window....
I can compile this in VS10 correct? Which versions of the libs should I be linking, the -s-d, or just -d?
[QUOTE=Gbps;31230207]Dear Facepunch,
I would like to learn OpenGL using either C++ or C#. (having previous knowledge of both languages)
Where do I start?
Don't tell me open.gl, that's cheating :v:[/QUOTE]
I use the OpenGL superbible in combination with this site [URL]http://www.arcsynthesis.org/gltut/[/URL]
And this sites first tut seemed interesting [URL]http://www.swiftless.com/opengltuts/opengl4tuts.html[/URL]
I wanted to replace glut and gltools with my own interfaces that take care of the stuff like how to create a window /shadercompiling / input handling.
Because if i don't like something about gltools or glut i have to mess with somebody else their libs/work or write a wrapper classes and its all messy and not how i want it.
[QUOTE=Lord Ned;31231899][url]http://www.sfml-dev.org/tutorials/1.6/window-window.php[/url]
while(true) means it'd always loop. It wouldn't require App.IsOpened() to be true then. You're thinking of the next tutorial.
Same problem. Compiles fine, just opens a command-prompt looking window....
I can compile this in VS10 correct? Which versions of the libs should I be linking, the -s-d, or just -d?[/QUOTE]
-s-d for static
but did you create an empty project?
Also if your using Vs2010 then you will have to recompile sfml as the download on their website is meant for 2008
If I wanted to create a moderatly simple top-down or side-scrolling game, would I be better off learning C# or C++? I really don't know much about them
[QUOTE=Richy19;31231966]-s-d for static
but did you create an empty project?
Also if your using Vs2010 then you will have to recompile sfml as the download on their website is meant for 2008[/QUOTE]
I did create an empty project. I am recompiling sfml now for 2010.
[QUOTE=fylth;31232060]If I wanted to create a moderatly simple top-down or side-scrolling game, would I be better off learning C# or C++? I really don't know much about them[/QUOTE]
C#
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