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890635 Posts in 33508 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 08:33:39 PM
TIGSource ForumsDeveloperTutorialsA game from scratch in C++ using SFML
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Author Topic: A game from scratch in C++ using SFML  (Read 18467 times)
verticalvertex
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« Reply #45 on: January 05, 2012, 02:52:07 AM »

Part 9  Coffee
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Serapth
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« Reply #46 on: February 27, 2012, 09:42:42 AM »

Just realized I made a massive stupid.  Wayyy back in part two, I introduced the concept of pre-compiled headers and I mentioned stdafx but then I forgot to actually give the code!  Therefore if you weren't using the included project files and didn't already understand C++ #includes, you would have hit a massive roadblock.  Most importantly, stdafx.h was where all the SFML includes were!


This explains some of the questions I got from people!  Anyways, I've updated to actually show the code.


If you tried running through the tutorial and ran into problems early, this is most likely the reason!  So sorry for the confusion this omission may have caused!
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JigxorAndy
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« Reply #47 on: February 29, 2012, 07:52:11 AM »

These are some really useful and very informative tutorials! It's really cool how you go into systems like caching and object management which are totally overlooked by most tutorials dealing with SFML. Please do more!  Smiley
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Serapth
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« Reply #48 on: May 04, 2012, 08:12:53 PM »

Sfml 2 ports

The source code from chapter 6 on was all ported to work on SFML 2 as well as 1.6.

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Serapth
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« Reply #49 on: May 18, 2012, 07:57:43 AM »

As per a readers request, I put together a post on compiling your game in release mode, as well as the files you need to distribute with your game.  It is part of the main tutorial series ( aka, it's in the index ) or can be viewed here..

I provide a set of release SFML 1.6 DLLs compiled for Visual Studio 2010, because the process can be... problematic.


Even if you didn't follow the tutorial, if you are looking at distributing an SFML 1.6 game, this post may be of some use to you.
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ASnogarD
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« Reply #50 on: June 21, 2012, 05:21:22 AM »

Would the tutorial be any use to me as a SDL user , as a idea on how to design classes for a game/project ?

I get the idea of encapsulation, and protecting data that 'some potential user' may alter in an unwanted manner... its just I keep smacking into ' I cant do this here because this class doesnt know about that information, but that class doesnt know about this pointer, and the main class needs the pointer to acces another class altother ' walls.

A lot of the time I end up with a load of get x and set x mini functions to do the stupidest things.
I have gone through sdltutorials.com framework tutorial and picked up a lot of ideas, but even that has me wondering... like why declare the main display in the CApp , there is a CSurface class why not leave the surface work to the surface class itself ?
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Somethings are painfully obvious, others must be made obvious... painfully.
Serapth
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« Reply #51 on: June 21, 2012, 07:25:39 AM »

Would the tutorial be any use to me as a SDL user , as a idea on how to design classes for a game/project ?

I get the idea of encapsulation, and protecting data that 'some potential user' may alter in an unwanted manner... its just I keep smacking into ' I cant do this here because this class doesnt know about that information, but that class doesnt know about this pointer, and the main class needs the pointer to acces another class altother ' walls.

A lot of the time I end up with a load of get x and set x mini functions to do the stupidest things.
I have gone through sdltutorials.com framework tutorial and picked up a lot of ideas, but even that has me wondering... like why declare the main display in the CApp , there is a CSurface class why not leave the surface work to the surface class itself ?

To a certain degree, yeah.

The first two parts would be completely useless, as they are all about configuration.  Your game loop would have to be rewritten, and obviously you would have to swap SFML for SDL calls, but that would be about it.  The fundamentals and such would all still apply, so if you have a good understanding of SDL, you should be able to translate it pretty easily.
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sigfarter
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« Reply #52 on: June 21, 2012, 09:29:17 PM »

Coding standards are like societal expectations, completely useless.
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Serapth
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« Reply #53 on: February 19, 2013, 08:01:31 AM »

Coding standards are like societal expectations, completely useless.

Until of course you are working as part of a team, or revist your code many months later... something I've just recently done.
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