Simple and Fast Multimedia Library - a free, portable API that provides access to graphics, input, audio, etc.
-1
votes
1answer
101 views
Texture doesn't draw correct
I'm writing a game using SFLM and Opengl but when I create a terrain i got some OpenGl problems. I use heightmaps to generate a terrain but when I load the texture on it the texture is not correct ...
1
vote
2answers
98 views
SFML: Generate a background image
I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this:
...
1
vote
0answers
41 views
Can SFML load anything other than RGBA8888? (RGBA4444, RGB565, etc.)
I have tried searching google, and there's next to nothing on there.
I tried searching the SFML forums, but still have no luck.
Am I missing it in the documentation somewhere obvious? Or does SFML ...
11
votes
2answers
556 views
Should I be using spritesheets, because of or despite of my vast number of images?
I am developing a 2D game, and I have a lot of sprites. I used 3D animations and models to render into 2D, to give them that "Fallout" or "Diablo" look to them. It is also easier than drawing by hand, ...
4
votes
2answers
231 views
How would I display a unit that is hidden behind another object
Right, I've tried searching for this but as you might be able to tell from the title, I didn't really know how to word it anyway...
In some games such as rts games, when a unit is hidden or half ...
2
votes
1answer
109 views
Development with multiple libraries
I'm almost fresh to the game development and I have one question about libraries.
If I choose one library, such as SFML, to develop the menu of my game, is it possible to merge with, for example, ...
-1
votes
2answers
133 views
Shooting many bullets toward the mouse position
I try to shoot a bullet toward the mouse position by this code.
float deltaX = mousePosition.x - (aircraft.getPosition().x + aircraft.getLocalBounds().width / 2);
float deltaY = mousePosition.y - ...
0
votes
1answer
122 views
How to use C++11 chrono header for a clock
In first, sorry for my bad english. :)
I'm making a game using SFML and C++11 new features, but I've got a problem with my custom Clock class (made to replace the SFML one).
When I get the elapsed ...
1
vote
1answer
103 views
Drawing a textured 3D object breaks SFML text render
I writing a OpenGL game using SFML.
I'm using the push/pop function to combine OpenGL with SFML like the tutorial SFML+OpenGL but, when I added textures to my model, the SFML text rendering appears ...
0
votes
2answers
190 views
SFML networking rts
You will be controlling only one person directly in the game. But, you can issue vague command like to build something here or attack at this square.
So I'm trying to make a multi-player roguelike ...
0
votes
0answers
43 views
SFML programs fails to debug with glslDevil
I'm testing the glslDevil debugger with a simple (and working) SFML application in Linux + NVidia. But it always fails in the window creation step:
W! Program Start
| glXGetConfig(0x86a50b0, ...
2
votes
2answers
124 views
Framerate-independent acceleration
Is this the right way, or at least a way that works, for dealing with accelerations in variable time steps evironments?
// Pseudo-code
void onUpdate() {
mySpeed += acceleration * ...
1
vote
1answer
113 views
Jittery Movement, Uncontrollably Rotating + Front of Sprite?
So I've been looking around to try and figure out how I make my sprite face my mouse. So far the sprite moves to where my mouse is by some vector math.
Now I'd like it to rotate and face the mouse as ...
2
votes
1answer
147 views
SFML RenderWindow Unhandled Exception
So I've been following an SFML tutorial but unfortunately, it doesn't seem to be working. The tutorial shows a RenderWindow as a global variable and then accesses it like this:
LevelState.h:
struct ...
11
votes
4answers
320 views
How to determine range of possible movement in turn-based, distance-based strategy game?
I'm creating a 2-dimensional, turn-based strategy game using c++ and SFML-2.0. Movement is distance-based rather than grid-based, with several different triangle-shaped pieces that, on a given turn, ...