Hi Travis,
Thanks. I'll give it a try. If given a choice I'd rather use SFML over
SDL for OpenAL support alone. However, I've been playing with the
latest SFML build for Linux here and the keyboard input is much better
than SDL. The event handling for keyboard events is much more like
what I am use
Hi Travis,
Cool. I'd be interested to know what you find out on the SFML dev
forums. SFML is a pretty decent API all things considered as it wraps
OpenGL, OpenAL, and some other Mac and Linux higher end gaming
libraries, but the way in which it was done I think certainly could be
improved upon. So
On Jul 27, 2010, at 8:14 PM, Thomas Ward wrote:
Hi travis,
Hmmm...That's what I was afraid of. Back during the winter when I was
thinking about a cross-platform engine I tried both SFML and SDL
extensively and was able to do what you did witht the sound objects by
using the sf::Sound::SetBuffer()
On Jul 27, 2010, at 8:14 PM, Thomas Ward wrote:
If you wouldn't mind I'd be happy to create a Chopper Patrol clone
written in C++ using SDL rather than SFML. As SDL is cross-platform
too I think it would demonstrate both our aims but give potential
cross-platform developers another option or alte
Hi travis,
Hmmm...That's what I was afraid of. Back during the winter when I was
thinking about a cross-platform engine I tried both SFML and SDL
extensively and was able to do what you did witht the sound objects by
using the sf::Sound::SetBuffer() function to reassign buffers. As you
pointed out
While I can't find anything in sfml that allows actual buffer destruction, you
can reassign buffers. I just tried this, and it worked perfectly.
if (!buffer1.LoadFromFile("sound/background.wav"))
printf("error is: %d\n",EXIT_SUCCESS);
sf::Sound Background(buffer1);
Background.Pla
Hi Travis,
I've just downloaded and read your C++ port of Chopper Patrol, and I'm
left with some questions. Unfortunately, like alot of other sample
SFML games I've seen everything is all wrapped up in the main
function, and all of the sounds in this case are static. That is you
never have to unloa
Hi there,
As a Linux user, I can confirm that this game compiles with minimal
changes to the source code. It appears to run properly.
One thing to note is that the names used for header files are
case-sensitive under Linux, so they required tweaking. Other than that,
it seems to run as designe
do you have this as windows to or can you make it such?
At 11:17 p.m. 27/07/2010, you wrote:
Hello folks.
I've taken the chopper patrol game from bscgames
and ported it to C++.
It uses the sfml libraries, and since they exist for linux, mac osx,
and windows, I think
this probably qualifies as th