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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)C++ users: SDL or SFML?
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Eraser
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« Reply #40 on: May 25, 2010, 05:13:18 PM »

To me, it looked like I would have to include 15 megs of libs with my game based on the size of the individual DLLs in the download. I'm guessing people shouldn't have to confirm my suspicions, but is this true? I mean, heck, SDL is like maybe 2 megs of libs for everything I needed...
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BlueSweatshirt
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« Reply #41 on: May 25, 2010, 05:17:15 PM »

My SFML2 DLLs come at around 4.1 megs.

@increpare
SFML is "Multimedia programming for the rest of us."  Big Laff
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Eraser
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« Reply #42 on: May 25, 2010, 06:09:57 PM »

My SFML2 DLLs come at around 4.1 megs.

@increpare
SFML is "Multimedia programming for the rest of us."  Big Laff
I've got 1.6, and sfml-graphics.dll alone is over 5mb...  Facepalm in fact, most dlls in the lib folder are about 4mb each (not the -d which I assume means -debug), so with a need for:
system,window,graphics, and audio that seems to me to be at least 16mb  Droop
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Martin 2BAM
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« Reply #43 on: May 25, 2010, 06:49:57 PM »

That's not a real issue. We are far from the floppy diskettes era.

Also, I just checked a game I made around 2 years ago (SFML 1.4):
game.exe+libsndfile-1.dll+openal32.dll = 2.16MB

Static linking is the way. Take advantage of SFML's zlib license!
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Eraser
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« Reply #44 on: May 25, 2010, 07:28:54 PM »

That's not a real issue. We are far from the floppy diskettes era.

Also, I just checked a game I made around 2 years ago (SFML 1.4):
game.exe+libsndfile-1.dll+openal32.dll = 2.16MB

Static linking is the way. Take advantage of SFML's zlib license!
15 megs total might not seem a lot, but for libs I think it's a hefty chunk, heh. Anyway... unluckily for me it starts throwing errors like crazy when I try to link it statically. Time to hit the sfml forums.
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BrianSlipBit
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« Reply #45 on: May 26, 2010, 03:25:29 AM »

I'm not sure what the issue is here.  Yeah, the compiled libs may be a bit on the large side.  However, won't the linker only pull in what you need (reference) from those libs?

I'm pretty sure that my current .exe that statically links with SFML libs (built from source) is less than 2 MB.  Although, I'll double check when I get back to my home computer tonight.
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Klaim
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« Reply #46 on: May 26, 2010, 02:13:12 PM »

Yes, the static linking will be less costly on size anyway.
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BrianSlipBit
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« Reply #47 on: May 26, 2010, 02:23:03 PM »

My current game's .exe which is statically linked with SFML is 248 KB.
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increpare
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« Reply #48 on: May 29, 2010, 02:10:04 PM »

Lack of nicely integrated animation classes is unfortunate.

(okay there are some separate ones, I'm looking at 'em now).
« Last Edit: May 29, 2010, 02:19:12 PM by increpare » Logged
Klaim
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« Reply #49 on: May 30, 2010, 05:46:37 AM »

Animation management is a often game-engine specific.
SFML gives you easy to use basic bricks to build your game engine around (making your game engine a library to make a specific game type, not a library providing technical solutions for basic features like drawing sprites... the difference is that it's more about games than say a rendering engine).

But yeah people working with it provide tools for adding features over SFML.
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oahda
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« Reply #50 on: May 30, 2010, 08:34:55 AM »

I've made two AnimatedImage classes for SFML.
An old one a while ago, and a new one when the project was remade from scratch.
It's not that hard; sf::Timer, sf::Image and sf::Sprite together provide you with all you need.
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dr.crow
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« Reply #51 on: May 30, 2010, 09:13:11 AM »

I also created one a few days ago.
Lack of nicely integrated animation classes is unfortunate.

(okay there are some separate ones, I'm looking at 'em now).
Did you find anything useful?
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increpare
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« Reply #52 on: May 30, 2010, 09:37:58 AM »

I also created one a few days ago.
Lack of nicely integrated animation classes is unfortunate.

(okay there are some separate ones, I'm looking at 'em now).
Did you find anything useful?
For my current project the frame_anim_animated stuff will suffice.  If I use it again I'll probably make my own class.
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oahda
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« Reply #53 on: May 30, 2010, 10:15:16 AM »

I'd provide my class, but it depends on other classes of mine that depend on other custom classes and so on. I'm wrapping SFML since I don't want the game to depend on it. If you still think you're up to "cleaning" the class, though, just tell me, and I'll post it.
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Hach-Que
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« Reply #54 on: May 30, 2010, 08:13:55 PM »

SFML is awesome because it comes with built in support for streaming audio over the network at any specified bitrate.  In-game player-to-player voice communication = incredibly easy.  :D
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Martin 2BAM
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« Reply #55 on: May 31, 2010, 09:02:16 AM »

I've made two AnimatedImage classes for SFML.
An old one a while ago, and a new one when the project was remade from scratch.
It's not that hard; sf::Timer, sf::Image and sf::Sprite together provide you with all you need.

You can also set sub images of a single-image spritesheet to a sprite, can't remember how exactly but I know it can be done.

Btw, Beware of the texture size. That's intrinsic to OpenGL. Dunno if it has been fixed, but I wrote a solution for it more than 1 year ago:
http://www.sfml-dev.org/forum/viewtopic.php?t=807
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oahda
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« Reply #56 on: May 31, 2010, 09:42:24 AM »

I've made two AnimatedImage classes for SFML.
An old one a while ago, and a new one when the project was remade from scratch.
It's not that hard; sf::Timer, sf::Image and sf::Sprite together provide you with all you need.

You can also set sub images of a single-image spritesheet to a sprite, can't remember how exactly but I know it can be done.

Btw, Beware of the texture size. That's intrinsic to OpenGL. Dunno if it has been fixed, but I wrote a solution for it more than 1 year ago:
http://www.sfml-dev.org/forum/viewtopic.php?t=807
That's how my class works. The animated images are horizontal strips where each frame has the same size, and the right part of the image is displayed at the right moment.
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dr.crow
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« Reply #57 on: May 31, 2010, 10:59:40 AM »

How are the textures handled internally in sfml?
I noticed they don't have to be a power of two, but since it uses opengl, and opengl-textures have to be a power of two on some old graphics card, does sfml convert them or something?
Should i still try to keep my texture dimensions to powers of two?
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oahda
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« Reply #58 on: June 09, 2010, 02:58:27 AM »

I'd be interested in getting to know this too.
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Martin 2BAM
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« Reply #59 on: June 09, 2010, 05:00:15 AM »

Check the source  Cool!

I would do it myself but I'm pretty busy... the code should be in Sprite.cpp

There are not too many options, or either it just pumps the image bytes to OpenGL, or checks for compatibility against extensions, and if there are not any it pads the image to pow2 dimensions and then pumps them to OpenGL.
I think it does that, but I'm not definitely sure.

Regards
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