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SDL2 Based Game Framework
I am playing this for the first time, and just can not figure out the swing control. I experimented with multiple possible interpretations of how this maybe supposed to work, but none of them produce the result I am expecting.
On the first space bar press the power goes up, and it stops going up in the second press. This is very easy to understand, but the third space bar press makes no sense at all. I thought the idea was to let it bounce off the right hand side and press space again on the way back down when it gets to the middle. If I do this however, the black vertical bar continues moving left for a while after pressing the space bar, and it always hooks the ball way over to the left.
How is this supposed to work?
Screen output is black. See the threat_level
example. Both menu and in-game states render the 3D scene as all black (which use the post-process effect pass) but UI elements render OK. Tested on 2012 mac mini, intel HD4000, 10.14 Mojave.
See batcat
sample. Animated character should be casting shadows on the ground. Tested on 2012 mac mini, intel HD4000 GPU, macOS 10.14 Mojave
I just purchased the game on Steam and installed on Windows 10 Microsoft Surface Pro 4.
I went into the game settings and set the resolution to slightly less than my screen resolution, and the game became much larger then the screen, the menu disappeared off the bottom of the screen and I could no longer navigate to change the resolution back. I tried quitting the game with Alt-F4 and restarting it, but it remembered the resolution. I thought I was going to have to uninstall/reinstall to fix it.
I double checked my screen resolution in the Windows 10 display settings, and noticed that the scale was set to 225%. I tried reducing this to 100% and now the game fitted on the screen and became playable again.
I think your game should either ignore the display scaling, or take it into account when presenting the resolution options. Right now it's very easy to get stuck in a place where the game is unusable and the solution is not obvious.
Hi fallahn,
Please can you add very simple sound effect to the test game Threat Level.
To keep it super simple, maybe initially, same weapon_fire sound to events:
*Level start
*New spawn
*Weapon fired
*PlayerShip Died
Thanks!
After playing Golf 1.8 and exit on Win64, browser screen thats newly opened browser windows goes whiter with hard to read text. have to close game and log out and in. Will try to sort out or post screenshot. but the fix is to quit game and log out and back in. Don't have access to latest version yet. But probably won't matter. Using chrome based browser.
Hi,
In xygine it was possible to flip a sprite by setting the transform to a negative number. When I try to do the same in crogine, the sprite disappears.
Thanks
Hi,
I've been testing both engines lately and both have almost the same API (porting cide fron xygine to crogine is basically copy pasting).
Development on Xygine seems yo have been stopped. Are You still maintaining both, or is it better to just use crogine?
Scissor calculation when updating the text system is broken since the font/text refactor. Centre and right justification alignment is also incorrectly calculated.
Noticed this while updating the golf cmake to use modern target-based include directories - Types.hpp
includes SDL headers, so any project using crogine will also need the SDL include paths set up.
Perhaps some forward declarations or using a pimpl would mean we can avoid this requirement and "hide" the SDL implementation from crogine users
This relates to Window::setIcon
- I think on Windows this relates to the tiny icon in the top left of the window so a low res image works fine, but on Mac it actually sets the icon in the doc which is much higher resolution so using the same image for both looks rubbish on Mac.
This also overrides the higher res .icns file which is part of the mac bundle so it means the app looks great in the doc until you launch it, at which point it changes to the low res version.
I expect most of this behaviour is dictated by SDL_SetWindowIcon
so not sure how much control we have, but I'd guess the solution is to either use a higher resolution image (would need to check how that appears on windows) or to bypass the function on mac builds. I'd say the former is better if possible
To reproduce: open the console with F1, click the video tab, toggle the v-sync setting then click apply. Tested on mac mini 2012, intel HD4000 GPU, macOS 10.14 Mojave.
Requires update of the font class first, as well as fixing #13
❯ cmake .
-- The C compiler identification is AppleClang 14.0.0.14000029
-- The CXX compiler identification is AppleClang 14.0.0.14000029
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
<FindSDL2.cmake>
</FindSDL2.cmake>
-- Found SDL2: /Users/matt/Library/Frameworks/SDL2.framework;-framework Cocoa
-- Found Freetype: /Library/Frameworks/freetype.framework (found version "2.12.1")
-- Found OpenGL: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.1.sdk/System/Library/Frameworks/OpenGL.framework
-- Found OpenAL: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.1.sdk/System/Library/Frameworks/OpenAL.framework
-- Configuring done
-- Generating done
-- Build files have been written to: /Users/matt/Downloads/2023-02-23/crogine-golf-v1.10.0
❯ make
[ 0%] Building CXX object crogine/CMakeFiles/crogine.dir/src/audio/AudioBuffer.cpp.o
[ 1%] Building CXX object crogine/CMakeFiles/crogine.dir/src/audio/AudioMixer.cpp.o
In file included from /Users/matt/Downloads/2023-02-23/crogine-golf-v1.10.0/crogine/src/audio/AudioMixer.cpp:30:
In file included from /Users/matt/Downloads/2023-02-23/crogine-golf-v1.10.0/crogine/include/crogine/core/App.hpp:34:
/Users/matt/Downloads/2023-02-23/crogine-golf-v1.10.0/crogine/include/crogine/core/Window.hpp:39:10: fatal error: 'SDL_atomic.h' file not found
#include <SDL_atomic.h>
^~~~~~~~~~~~~~
1 error generated.
make[2]: *** [crogine/CMakeFiles/crogine.dir/src/audio/AudioMixer.cpp.o] Error 1
make[1]: *** [crogine/CMakeFiles/crogine.dir/all] Error 2
make: *** [all] Error 2
This will allow sorting for sprite draw order.
The cube-map skyboxes which are enabled with Scene::enableSkybox()
or Scene::setCubemap()
render black. See the multiplayer_game
sample. Tested on 2012 mac mini, intel HD4000 GPU, macOS 10.14 Mojave
thoughts... in order of seriousness
CMake Error at C:/Program Files/CMake/share/cmake-3.28/Modules/FindPackageHandleStandardArgs.cmake:230 (message):
Could NOT find CROGINE (missing: CROGINE_LIBRARIES CROGINE_INCLUDE_DIR)
Call Stack (most recent call first):
C:/Program Files/CMake/share/cmake-3.28/Modules/FindPackageHandleStandardArgs.cmake:600 (_FPHSA_FAILURE_MESSAGE)
samples/cmake/modules/FindCROGINE.cmake:10 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
samples/golf/CMakeLists.txt:59 (find_package)
Unbuildable at all :|
Is there any magic combination to run it? I’m a beginner, I haven’t yet worked 90 years in production with the C language, so the build instructions are like : "well, here’s a source, you know what to do..." - it’s a little bet short
I also tried to build it by Visual Studio 2022 and there is no one binary file at all, only .obj files everywhere :|
I also tried to go to a local fortune teller, a shaman and a monastery, but their wisdom did not help me understand your idea
Hello. I'm newbie in programming and I've installed SFML yesterday. I saw your xygine game engine is based on SFML and does NOT support mobile devices and 3d , but your crogine game engine that is based on SDL2 supports mobile devices and 3d. now I think that SDL2 is better than SFML in mobile and 3d programming. is it true?
based on your library selection for your engines I think I must choose SDL2 for mobile and 3d and not SFML.
or
Expected
Actual
Affected
Not Affected
Previous version was glm 0.9.8.4 and upgrading to 0.9.9.7 completely mangles the skeleton data. What changed between versions?
Hi,
xygine has a function called setKeyRepeatEnabled which can be used to avoid firing events when a key is pressed. It is used in the following way:
getRenderWindow()->setKeyRepeatEnabled(false);
Does crogine has something similar?
Right now if I left a key pressed, it keeps firing KEY_DOWN events.
Hi,
Does the particle system works with an ortographic camera?
I've been trying to use the particle system with a 2d game but I'm not able to render any particles.
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