Search found 101 matches
- Fri Jun 14, 2013 10:25 pm
- Forum: Programming Discussion
- Topic: To use GL or not to use GL ( and which GL to use )
- Replies: 4
- Views: 3887
To use GL or not to use GL ( and which GL to use )
Okay, so i'm at a bit of a crossroads and wanted a more educated opinion. I've gotten pretty good with OpenGL over the past few years. Both fixed function, and Modern GL. I'm also pretty good with SFML, and end up using it for compatibility. My problem is that I prefer GL. I like to write everything...
- Fri Jun 14, 2013 10:18 pm
- Forum: Programming Discussion
- Topic: Very weird google chrome issue with game.
- Replies: 8
- Views: 5128
Re: Very weird google chrome issue with game.
I'm using an SFML function in the window class called something like "setFramerateLimit( int limit )".
It seems that this function uses a clock to count the time and then Sleeps the remainder of the frame using the OS.
It seems that this function uses a clock to count the time and then Sleeps the remainder of the frame using the OS.
- Fri Jun 14, 2013 10:42 am
- Forum: Programming Discussion
- Topic: Very weird google chrome issue with game.
- Replies: 8
- Views: 5128
Re: Very weird google chrome issue with game.
Yes, I am just as confused as you are. It's c++ SFML and OpenGL only. Also, it is very simple code, just bringing up some basic sprites to draw, not a whole game. If Chrome is closed it will run at 30fps with SFML frame limiter set to 60. With Chrome open it runs at 60fps with SFML frame limiter set...
- Thu Jun 13, 2013 8:03 pm
- Forum: Programming Discussion
- Topic: Very weird google chrome issue with game.
- Replies: 8
- Views: 5128
Very weird google chrome issue with game.
I was writing up an engine the same way I always do but this time something odd is happening. I'm using SFML and setting my framerate limit to 60. When google chrome is open my game gets 60 fps, or whatever I set it to. When google chrome is closed my fps goes to about half of whatever I cap it to. ...
- Sat Oct 27, 2012 11:42 pm
- Forum: Game Development
- Topic: White lines on OpenGL sprites!
- Replies: 2
- Views: 1647
White lines on OpenGL sprites!
Figured it out NVM
- Mon Oct 01, 2012 8:40 pm
- Forum: Programming Discussion
- Topic: How to store unit data
- Replies: 9
- Views: 5959
Re: How to store unit data
Nevermind guys, I solved the problem, the SFML function I used to get the mouse coordinates was giving it relative to the screen, not the window. Stupid mistake, but I feel it wasn't very clear in the function, the default behavior should be window relative, at least in my opinion.
- Mon Oct 01, 2012 8:19 pm
- Forum: Programming Discussion
- Topic: How to store unit data
- Replies: 9
- Views: 5959
Re: How to store unit data
Code removed for privacy.
- Mon Oct 01, 2012 7:25 pm
- Forum: Programming Discussion
- Topic: How to store unit data
- Replies: 9
- Views: 5959
Re: How to store unit data
Well, I have the game at about a 45 degree angle facing down toward the units in the game, I've been trying to use gluUnProject but I haven't been successful so far.
- Wed Sep 26, 2012 8:49 pm
- Forum: Programming Discussion
- Topic: How to store unit data
- Replies: 9
- Views: 5959
Re: How to store unit data
Now I need to figure out how to transfer my mouse coordinates to world coordinates. I only need an x and z axis ( y is my up axis, but units are locked to terrain so I don't need it projected ). I've been trying to use all the tutorials I can find on GLunProject but every time it seems to not work p...
- Wed Sep 26, 2012 11:20 am
- Forum: Programming Discussion
- Topic: How to store unit data
- Replies: 9
- Views: 5959
Re: How to store unit data
After much googling I decided to use a header with a huge table of static unit descriptions and just have a single unit class pull all of it's data from the table when it is instanced.
- Tue Sep 25, 2012 10:26 pm
- Forum: Programming Discussion
- Topic: How to store unit data
- Replies: 9
- Views: 5959
How to store unit data
Okay lets say i'm making an rts where you create an army out of units beforehand, and deploy them to the field. Think of the units almost like trading cards, where a player could have any combination of possible units in there deck. Would it be better to use a single unit class, and instance it, the...
- Fri Aug 31, 2012 9:32 pm
- Forum: Programming Discussion
- Topic: 3D collision question
- Replies: 1
- Views: 1638
3D collision question
Sup Bros, I'm interested on your opinions on my situation. I'm making a 3D platformer in the same vein of the N64 greats. All of the art assets are low poly to achieve the style of the N64 games ( banjo, mario, conker etc ) I'm using a .obj model as my map, they aren't very high poly, but I want the...
- Sat Apr 14, 2012 11:27 pm
- Forum: Programming Discussion
- Topic: OpenGL Not rendering?
- Replies: 1
- Views: 1001
OpenGL Not rendering?
Hey, quick question for you guys, I'm working on a OpenGL project, and it runs completely fine from Visual Studio, in all release modes, but when I try to run the game from just the exe, no geometry will render. All my textures are being properly loaded and included with the exe, it simply will not ...
- Tue Jul 12, 2011 6:43 pm
- Forum: Programming Discussion
- Topic: 2d Platform Slope Collision
- Replies: 24
- Views: 6287
Re: 2d Platform Slope Collision
I still haven't gotten it to work right.
and Falco I was kidding I knew you weren't angry lol.
and Falco I was kidding I knew you weren't angry lol.
- Tue Jul 12, 2011 11:34 am
- Forum: Programming Discussion
- Topic: 2d Platform Slope Collision
- Replies: 24
- Views: 6287
Re: 2d Platform Slope Collision
I could see how that combination of events could lead to anger lol.