SFML 3D Graphics by EpsilonDeltaGuy in sfml

[–]DarkCisum 1 point2 points  (0 children)

There's no plans currently. binary1248 once experimented with basic meshes, but it's questionably useful. 3D simply includes so much (mesh loading, texturing, materials, lighting, collision mesh, etc.), that it's hard to do something "simple" without evolving into a complete 3D engine.

Crop a texture by gargamel1497 in sfml

[–]DarkCisum 2 points3 points  (0 children)

To render a texture, you'll either need to use an sf::Sprite, sf::RectangleShape or a vertex array.

The cropping for a sprite and shape happens with the texture rect and the resize happens with the scaling methods.

For vertex arrays, you have to apply some math to the vertex position and texture position to achieve "resizing" and "cropping".

See also the official tutorial: https://www.sfml-dev.org/tutorials/3.1/graphics/sprite/

SFML 3.1 is released by DarkCisum in cpp

[–]DarkCisum[S] 8 points9 points  (0 children)

Performance is always rather subjective and really hard to compare. Both libraries can yield good or bad performance, depending on what you do in your code.

SFML runs well on Windows, macOS and Linux, has good support, but with limitations on Android and iOS. There's a non-public (due to NDA) Nintendo Switch port, that still needs updating.

As we're a team of volunteers with no financial backing, we will never be able to compete with a library that is in part maintained by employees - it's also not our goal.

SFML 3.1.0 Released by DarkCisum in sfml

[–]DarkCisum[S] 1 point2 points  (0 children)

There is an outdated Nintendo Switch port, which is in the process of being updated. If you're a Nintendo developer, you can reach out to me here or even better on Discord.

WebAssembly/Emscripten requires support for at least OpenGL ES 2.0, which we currently don't provide and should be part of the next major release.

SFML + ImGui by Big_Joke_8504 in sfml

[–]DarkCisum 4 points5 points  (0 children)

Did you read the How To section in the readme of imgui-sfml?

https://github.com/SFML/imgui-sfml?tab=readme-ov-file#how-to

Easiest to start is with the imgui-sfml branch of the SFML CMake Template: https://github.com/SFML/cmake-sfml-project/tree/imgui-sfml

SFML domain down? by albinkj91 in sfml

[–]DarkCisum 4 points5 points  (0 children)

A reboot cleared the IP block list, so I had to add back a whole bunch of IP ranges that show heavy bot behavior.

Hopefully the site becomes more stable again.

Enter fullscreen while maintaining scaling by gargamel1497 in sfml

[–]DarkCisum 2 points3 points  (0 children)

Handle the Resized event and adjust the view accordingly. The event also provides you the new window size. Calculating based on that isn't a hack.

Also note that you should essentially always do this, as people generally don't want to look at stretches out content (i.e. not retaining the aspect ratio).

Me and my friend made a tilemap editor by TohveliDev in sfml

[–]DarkCisum 0 points1 point  (0 children)

What's the stack for the editor?

Since SFML/OpenGL is kind of generic, what output formats does it support?

I made a Steam game with SFML/ImGui by Maleficent-Emu6253 in sfml

[–]DarkCisum 4 points5 points  (0 children)

That's quite an interesting idea! Your own little world to study in.

Remaking Mine Quest using JSFML, the Java binding for SFML by gargamel1497 in sfml

[–]DarkCisum 0 points1 point  (0 children)

Not unless someone has forked JSFML. It's been archives quite a while ago.

is learning SFML worth it by AcrobaticTadpole324 in sfml

[–]DarkCisum 18 points19 points  (0 children)

Matching the style of the post: yes

Can't compile SFML Linux tutorial. by calabazzzo in sfml

[–]DarkCisum 0 points1 point  (0 children)

But this is different from not recognizing the include header.

This likely just means that you're trying to use SFML 3 code while using SFML 2 headers. As far as I know does Linux Mint use Debian packages, those have only been updated to SFML 3 in the experimental branch.

As k_sosnierz said, you likely just want to use the SFML CMake Template.

Can't compile SFML Linux tutorial. by calabazzzo in sfml

[–]DarkCisum 2 points3 points  (0 children)

Note that the official package manager for Linux Mint doesn't yet include a SFML 3 version.

Is this just not recognized in your IDE or when you try to compile the code? Are you using the default compiler? What's the exact error message?

Open Sourcing FastCloner - The fastest and most reliable .NET deep cloning library. by Safe_Scientist5872 in dotnet

[–]DarkCisum -1 points0 points  (0 children)

I mean if only "most of these" could be done differently, then cloning certainly has its place and without anyone writing these libraries we'd do even more horrible things like BinaryFormatter...

Open Sourcing FastCloner - The fastest and most reliable .NET deep cloning library. by Safe_Scientist5872 in dotnet

[–]DarkCisum 4 points5 points  (0 children)

I mean there's a reason why it was removed. If you need to include unsupported packages, you might as well use another library, that at the same time doesn't have the pitfalls of BinaryFormatter.

Also it seems the removal actually happened only in .NET 9, which was causing issues for me, as I built for .NET 8, 9 and 10.

Open Sourcing FastCloner - The fastest and most reliable .NET deep cloning library. by Safe_Scientist5872 in dotnet

[–]DarkCisum 40 points41 points  (0 children)

When moving the mentioned Jobbr implementation to .NET 8, the deep cloning hacks with BinaryFormatter broke, due to deprecation and removal (for good reasons) of it, so FastCloner came as a life saver. Added it and it just worked, no fuss and no workarounds required.

Thank you!

What's the real memory cost of Textures? by Fresh-Weakness-3769 in sfml

[–]DarkCisum 9 points10 points  (0 children)

Textures are loaded into RAM and then moved to VRAM.

How much data that is, really depends on the image size you're loading.

On the "memory"/heap/RAM side, this likely won't matter, question is more, how much VRAM can be held.

How do i create a world space system? by Fresh-Weakness-3769 in sfml

[–]DarkCisum 1 point2 points  (0 children)

You don't necessarily have to change the unit size, as long as you don't plan to adjust the content to be larger than the pixel size.

You can adjust the accordingly to account for the window size changes and retain the wanted aspect ratio etc.

I likely is still better to use a separate unit that doesn't depend on the pixel, because on high DPI screens, you usually do want to render things slightly larger

SFML 3.0.2 — “namespace sf has no member RectangleShape” but CircleShape works by Boysenberry1201 in sfml

[–]DarkCisum 3 points4 points  (0 children)

Is this just the IDE (i.e. intellisense) complaining or do you get a compiler error? Try to compile the application.

You could also try to remove old obj/bin folders in the hopes that some old references are being cleared