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Raymart Atienza

SFML 2.1

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I've had no issues thusly with any of the modules. I would avoid their threading stuff now though, since c++11 threads are pretty good.

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I'm using them to make a project cross-platform for fun, having no problem on my mac and on my win system.

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I've had no issues thusly with any of the modules. I would avoid their threading stuff now though, since c++11 threads are pretty good.

The downside to C++11 threads is that, as the name suggests, they're only available on C++11-enabled compilers.

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I've had no issues thusly with any of the modules. I would avoid their threading stuff now though, since c++11 threads are pretty good.

The downside to C++11 threads is that, as the name suggests, they're only available on C++11-enabled compilers.

 

 

True, but since we are having this conversation in 2014, that should be OK. :)

 

There are many other good things in C++11 (smart pointers, for loops, move semantics...) and I strongly encourage people to transition to it.

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Well, the problem with std::threads is that they are really not very well supported (at least on Windows).

You can pick MSVC (in which case you have std::thread, but miss out on quite a few other things normally included in C++11).

You can alternatively pick MinGW. The 'default' MinGW does not include std::thread and has no plans to support them in the foreseeable future. The alternative is a perfectly fine replacement but they also don't have the most performant implementation right now (pthread vs native constructs).

Of course, there are boost::threads which should be pretty much identical to the std version but work fine on every platform.

Edit: as to the original question: personally, I would either use either std::thread or boost::thread. I would not consider using SFML threads.

Edit 2: never mind, conflated a few threads in my head and should have skimmed it again before adding that. Edited by BitMaster

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Edit: as to the original question: personally, I would either use either std::thread or boost::thread. I would not consider using SFML threads.

 

That had nothing to do with the original question.  SFML is a great API IMO.  I would wholeheartedly recommend it to anyone using C++.

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For me in SFML there are several stupid things

 

its a int mixing with float in texture size(why these cast)

and

texture coordinates are defined in pixels (they are not normalized (between 0.0 and 1.0f), as people who are used to graphics programming would expect).

Edited by serumas

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