gamedev
There is now a spark where your sword strikes during the boss kill freeze-frame.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
Ian Freeman should be a household name alongside Ross Ulbricht and Roger Ver.
He is a political prisoner who is being punished for facilitating anonymous cryptocurrency usage.
LibAlleg does not have a guide on framerate-independent game logic, which makes removing the FPS cap difficult. No worries, I could do multithreading.
Except for some ungodly reason, the renderer is hard-capped at 60 frames per second, agnostic to my own code. This is "120"
I only found this out the hard way when my timescale math inadvertently caused the publisher intro to be twice as long instead of just being double the framerate.
At that time I had not implemented a delta timer because I was relying on Allegro's event timers for pacing, so I had no way of viewing the framerate until I took this screenshot. You can probably imagine the hours I wasted trying to fix my code not realizing what was happening.
*sigh* time to contact the IRC again...
ARE YOU FUCKING KIDDING ME?!?! SFML had a depth-buffer, then removed it because Laurent Gomila thought that a 2D library didn't need it.
Except, you DO need it. Sometimes you need to dynamically change the orders in which sprites are drawn, especially for 2.5D games just like what this linked article is talking about.
The article below talks about a solution using OpenGL and a derivative of SFML's vertex arrays, but that seems way too complex for something that should be dead simple. This is part of the reason why SFML will never be on the same level as SDL. I only use it because I have this weird urge to be different....to my own detriment.
https://jordansavant.com/book/graphics/sfml/sfml2_depth_buffering.md