Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411274 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 03:46:05 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsRequest a Tutorial
Pages: 1 [2] 3 4 ... 27
Print
Author Topic: Request a Tutorial  (Read 181989 times)
Terry
TIGSource Editor
Level 10
******



View Profile WWW
« Reply #20 on: October 11, 2008, 07:01:29 AM »

Yeah, that surprises me too Shocked I think you're doing it wrong, Hideous... Tired
Logged

Cymon
Level 9
****


Computer Kid


View Profile WWW
« Reply #21 on: October 11, 2008, 08:25:07 AM »

Why SFML and not SLD or OpenGL?
Logged

Cymon's Games, free source code, tutorials, and a new game every week!
Follow me on twitter
Hideous
That's cool.
Level 10
*****


3D models are the best


View Profile WWW
« Reply #22 on: October 11, 2008, 09:04:16 AM »

Yeah, that surprises me too Shocked I think you're doing it wrong, Hideous... Tired

My SIMPLE programs get slowdowns on my computer. My dual core, 1 gig RAM computer.
Logged

increpare
Guest
« Reply #23 on: October 11, 2008, 09:12:39 AM »

Why SFML and not SLD or OpenGL?
OpengGL isn't a whole library, it's just a library for graphics.  To do cross-platform opengl program you really need to use a wrapper like SDL, AllegroGL, SFML, or probably better still (Because it's more specialised) GLFW (glut's long dead, alas, I think). OOPS I MISREAD.  SFML is a little less bloated than SDL, I would imagine.  SMFL vs SDL Speed comparisons

My SIMPLE programs get slowdowns on my computer. My dual core, 1 gig RAM computer.
that's pretty crazy

have terry's or my games performed similarly dismally?
« Last Edit: October 11, 2008, 09:20:57 AM by increpare » Logged
Terry
TIGSource Editor
Level 10
******



View Profile WWW
« Reply #24 on: October 11, 2008, 09:27:18 AM »

This is the first I've heard of SFML - it seems pretty nifty Smiley Has anyone got any experience using it? Is it as good as it looks? Any drawbacks to be aware of?
Logged

Hideous
That's cool.
Level 10
*****


3D models are the best


View Profile WWW
« Reply #25 on: October 11, 2008, 09:52:07 AM »

No, increpare, they have not, so it probably isn't allegro's fault. I just needed to blame it so that I could learn another library and thus increase my knowledge.

(it was probably because I didn't have a timer in my programs Grin)
Logged

increpare
Guest
« Reply #26 on: October 11, 2008, 09:55:38 AM »

No, increpare, they have not, so it probably isn't allegro's fault. I just needed to blame it so that I could learn another library and thus increase my knowledge.
Learn another library?  But you've just admitted that you don't even know this one... .  Anyway: have you checked out the main SMFL tutorials?
Logged
Hideous
That's cool.
Level 10
*****


3D models are the best


View Profile WWW
« Reply #27 on: October 11, 2008, 10:16:18 AM »

I did? I have no idea, I'm really good at confusing myself.
Logged

increpare
Guest
« Reply #28 on: October 11, 2008, 10:39:00 AM »

I did?
Quote
(it was probably because I didn't have a timer in my programs )"
Logged
Hideous
That's cool.
Level 10
*****


3D models are the best


View Profile WWW
« Reply #29 on: October 11, 2008, 11:17:59 AM »

I didn't say I didn't know HOW to put a timer in them. I was just too lazy to do it.
Logged

Moosader
Level 0
***


View Profile WWW
« Reply #30 on: October 11, 2008, 11:38:21 AM »

Moosader has a cool Allegro platform tutorial on YouTube. Except her map editor breaks for a lot of people, apparently.
Ahh, thanks for recommending mine. ^^;
I'm not terribly confident in it, though.  I need to make a written version so I can modify it.  Dumb YouTube won't let me edit or reupload the same video so I really dislike it. :/  Annotations just won't cut it, either.

http://moosader.com/Tutorials.html
My list of tutorials, including incomplete spriting tutorial, VB and C++ based winsock tutorials, and the incomplete "how to make a platformer with C++ and allegro" tutorial. ^^;

My map editor isn't really required for the tutorial but you have to know how to implement your own map type. :/
Maybe I should do a tutorial on writing a map editor.
Logged

Tanner
Level 10
*****


MMPHM *GULP*


View Profile WWW
« Reply #31 on: October 11, 2008, 02:45:52 PM »

I'd like an all-inclusive KNP tutorial.
Logged

Cymon
Level 9
****


Computer Kid


View Profile WWW
« Reply #32 on: October 11, 2008, 04:27:30 PM »

I didn't say I didn't know HOW to put a timer in them. I was just too lazy to do it.
Ah, who needs a timer. That's what for loops are for.

Why SFML and not SLD or OpenGL?
OpengGL isn't a whole library, it's just a library for graphics.  To do cross-platform opengl program you really need to use a wrapper like SDL, AllegroGL, SFML, or probably better still (Because it's more specialised) GLFW (glut's long dead, alas, I think). OOPS I MISREAD.  SFML is a little less bloated than SDL, I would imagine.  SMFL vs SDL Speed comparisons
Wow, that's pretty crazy. 3000x faster. Really?

How old is SFML? It still looks like it's in active development, but I wonder if it's be possible to scrape together enough programs to make a book. Smiley
Logged

Cymon's Games, free source code, tutorials, and a new game every week!
Follow me on twitter
muku
Level 10
*****


View Profile
« Reply #33 on: October 11, 2008, 04:31:40 PM »

Wow, that's pretty crazy. 3000x faster. Really?

Well, that benchmark seems to compare SDL's software blitting to hardware blitting via OpenGL in SFML, so a major speedup is to be expected. Also, someone in that thread later pointed out that by converting SDL surfaces to the format of the screen buffer, you could get much better performance (I guess this was an oversight in the original SDL benchmark).
Logged
increpare
Guest
« Reply #34 on: October 11, 2008, 05:06:20 PM »

Wow, that's pretty crazy. 3000x faster. Really?
Not x, %!  (3000%=30x Wink )

Also, with muku's qualification.
Logged
mjau
Level 3
***



View Profile
« Reply #35 on: October 12, 2008, 03:32:15 AM »

Wow, that's pretty crazy. 3000x faster. Really?

Well, that benchmark seems to compare SDL's software blitting to hardware blitting via OpenGL in SFML, so a major speedup is to be expected. Also, someone in that thread later pointed out that by converting SDL surfaces to the format of the screen buffer, you could get much better performance (I guess this was an oversight in the original SDL benchmark).

Yeah.  It'd be more interesting to see it compared to SDL 1.3, since that can also use OpenGL hardware acceleration for 2D.  I'd expect a similar speedup with that.  Did a quick test here with current SDL 1.3, testsprite (software) got ~90 fps, while testsprite2, which does the same thing in hardware, got ~993 fps.  Probably not optimized either, since 1.3 is still in heavy development.
« Last Edit: October 12, 2008, 03:40:19 AM by mjau » Logged
Melly
Level 10
*****


This is how being from "da hood" is like, right?


View Profile
« Reply #36 on: October 12, 2008, 02:35:47 PM »

Allegro has been working well for me for simple stuff. And Terry's games (like Self-Destruct) are smooth as butter for me, and my comp tends to suck bad.

I'm curious to whether anyone programs games with graphic/sound libraries in D. I'm interested in the language and would like opinions.
Logged

Feel free to disregard the above.
Games: Minus / Action Escape Kitty
increpare
Guest
« Reply #37 on: October 12, 2008, 02:54:12 PM »

Allegro has been working well for me for simple stuff. And Terry's games (like Self-Destruct) are smooth as butter for me, and my comp tends to suck bad.

I'm curious to whether anyone programs games with graphic/sound libraries in D. I'm interested in the language and would like opinions.
*waits patiently for Muku to arrive*
Logged
muku
Level 10
*****


View Profile
« Reply #38 on: October 12, 2008, 03:52:33 PM »

I'm curious to whether anyone programs games with graphic/sound libraries in D. I'm interested in the language and would like opinions.

Haha, yes, I do. I love it. I feel much more productive in it than in C++. Feel free to ask whatever you want to know.

In fact I have been considering starting a sort-of series of tutorials on how to make a platformer in D. The caveat is that I have never written a platformer before, so it would be more of a "watch me mess up" thing, but it might be instructive and fun anyway. Don't hold your breath though, I'm busy studying until the end of October, and... when exactly is the next compo coming up again?!
Logged
Melly
Level 10
*****


This is how being from "da hood" is like, right?


View Profile
« Reply #39 on: October 12, 2008, 04:05:41 PM »

Only Derek knows.

I know that D is easier to code in and has more functionality, but I was wondering about cross-platforming (if I can compile for Windows/Linux/Mac) and the difference in performance to C++.
Logged

Feel free to disregard the above.
Games: Minus / Action Escape Kitty
Pages: 1 [2] 3 4 ... 27
Print
Jump to:  

Theme orange-lt created by panic