hc {l Wrote}:32/64bit:
Are you experiencing any crashes on 32 bit? Because that would really really worry me (I did some radical refactoring recently that may be the cause).
hc {l Wrote}:The thread-pointer-cast-issue was solved just yesterday ( https://github.com/hackcraft-de/linwarrior/issues/1 ).
I am glad for every such 64bit issue or bug you report and I really appreciate your efforts to bring linwarrior to another OS.
hc {l Wrote}:C++0x:
I think I'm currently only using range-based-for.
But I think I'll be using the extended initialiers in the future.
These are basically the two features I was longing for.
hc {l Wrote}:Supported Plattforms:
Basically I'm only developing for any *nix but that would be only half the truth.
I'll try to be as platform agnostic and thus portable as possible and my choice of libraries excludes any unportable libs.
I've tried to incorporate necessary changes for OS X (that you pointed out before) and
I am going to try my best to include necessary changes that don't break my general portability.
And I'll give support as much as I can without having OS X at my disposal.
hc {l Wrote}:ALUT:
ALUT is only used loading complete WAV-files into buffers.
hc {l Wrote}:Oh and everyone: Don't hesitate to post *any* issues and wishes to https://github.com/hackcraft-de/linwarrior/issues for whatever system or demand.
hc {l Wrote}:I've composed a regular expression for searching these and replacing them with what should be equivalent iterator-based-for-loops (backporting). These loops still require the "auto"-type-keyword but that already exists in not-so-recent compilers. You can use Netbeans "Replace In Project"-feature (with regular expression checked) or possibly use a shell-script.
void rWeapon::transform() {
//...
//line 114:
alSourcefv(soundSource, AL_POSITION, &weaponPosef[12]);
void SoundSource::setPosition(float x, float y, float z)
{
alCheck(alSource3f(m_source, AL_POSITION, x, y, z));
}
NaN {l Wrote}:From what I see SFML is using OpenAL for sound. So it is either you or sfml doing something incorrectly.
alSourcefv(soundSource, AL_POSITION, &weaponPosef[12]);
soundSource.SetPosition(weaponPosef[12], weaponPosef[13], weaponPosef[14]);
NaN {l Wrote}:A sf::Listener is missing in cMech: //KNT alListenerfv(AL_POSITION, pos);
NaN {l Wrote}:Another thing:
In int GameMain::run() you are calling app.Close() on exit and then app.Display(). This will fail, app won't exit. Either do event processing after display or move app.Close() out of the loop, use a flag to exit the while loop.
Knitter {l Wrote}:I was a bit puzzled by that but I saw it in the tutorials I found about events and since it has been working I paid no more attention to it. Thanks for the advice, I'll change that loop when I some more screens, now I have the sound to properly change
// get mouse delta relative to window center
int x0 = window.GetWidth() >> 1;
int y0 = window.GetHeight() >> 1;
int xd = input.GetMouseX() - x0;
int yd = input.GetMouseY() - y0;
// center/reset mouse cursor
window.SetCursorPosition(x0, y0);
pad->setAxis(Pad::AX_LR2, pad->getAxis(Pad::AX_LR2) + 10.f * xd / (float)x0);
pad->setAxis(Pad::AX_UD2, pad->getAxis(Pad::AX_UD2) - 10.f * yd / (float)y0);
Users browsing this forum: No registered users and 1 guest