Ovinelly

  • 26 juil. 2022
  • Inscrit 26 févr. 2022
  • I have precisely followed the starting point of LibGdx to create a project that works with the logo of Bad Logic displayed in a window. As I'm trying to set the window to a proper size, name, etc. like on libgdx starter content. I have an error that I can't find the solution under Google search. How to change simply the Context ? SetTtle is not found in the LwGl library. What's wrong before to start a complete project . I use IdeaJ.

  • That's great, then I can do qhat I want, in native C++. I'm making an interface with SFML, using imgui without sfgui. So I can wrap their Vulkan Api with fallback functions to OpenGl for the graphics keeping the SFML staff for the others low level hardware fiunctions. You are incredibly revelant Mario.

  • It works veryr well with x64 and x86. The origin was compiled with win32 under VS2017. I wrapped your code made it working with R.U.B.E and VS2022. All is Ok for me thanks for your advice Mario.

  • Thanks a lot, Mario Nate, I will look inside the code. Hoping modeling physically based on projects runnig on a C++ library as I hope to port my future projects with Spine also under the Consoles C++. IUt's why I bought Spine PRO. So thanks for your help. Libgdx still stay the best for Andoid.


    I was to fast happy. I 've corrected the error loadin jpeg.lib from the dependancies as it is not needed. The compiler stil have the same errors. there's an error to bild C code with C++ classes of SFML. Will it be correcte in the future ? Thanks.

  • Hello Mario,

    I followed all the documentation tutorial for compiling SFML with your project, and I always have the same mistakes with SFML. Do you plan to update SFML support with the latest and released SFML 2.5.1 ? It won't work with the android stuff like LIBGDX as the SFML Team has stopped their work seen a long time. I need SFML/Spine working because I want to work on with the R.U.B.E. editor that works fine compiled with SFML 2.5.1. Thanks.

  • Hello,

    I am glad to make my animations 2.5D working fluently well if we consider that the future of OpenGL runtimes will be translate to the Vulkan APIs ? (Vulkan is the next frontier merging OpenGL, OpenCL and OpenML for the actual hardware : CPUs an GPUs together).

    The next frontier with Unreal 5.0 is high cost for bandwith and is supported mainly for huge 3D artworks, even animations.

    The actual Unity release seems to target one more time, C# programmer, and not specially well done for animations in 2D with 3D chipset.

    I believe the Spine team will surround the Godot project to ensure they will suppport the new Vulkan API already merged branch in Gihub under the 4.0 core ?

    The C++ core in Godot engine is fantastic and awesome crossed with the GDspript.

    Will Godot be supported by the Spine team for our next shining projects ?
    Kind.

    Note : making games optimized with Vulkan means no more graphics card with the actual CPUs on the market, their chipset is quite sufficient in 4K and 8k resolutions.