• Runtimes
  • SFML jpeg.lib?

Bobsolo1

Mario is not in today, but will take a look at your issue very soon. We appreciate your patience and we'll try to help you as soon as possible.

Also, if possible, please go to the error list and do a Ctrl-A to select all the errors, right-click, and then select copy. You can then paste them to a text file so that we can parse the errors you're receiving.

  • Bobsolo1 ответили на это сообщение.
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    Luke Will do thank you

    Luke

    sfml-error.txt
    13kB

    Heres the list of errors i'm getting. please let me know if I need to do anything else

    Thanks for the error log. It appears you are not linking SFML itself. The linker complains that all of SFML is basically missing.

    You have the target type set to x64, the 64-bit version of Intel's instruction set. However, the SFML libraries you have stored locally are for 32-bit Intel.

    Two ways to solve this:

    • select 32-bit (not sure what the list item is called) here.
    • Clone the spine-runtimes repository again and start fresh, you have old SFML binaries in your build tree. Alternatively, you can run git clean -x -f -d on the command line in your current clone of the spine-runtimes

    OK just download sfml 2.5.1 and link them to the demo?

    I would suggest setting up a SFML project without Spine, get that working, then add Spine to it.

    • Bobsolo1 ответили на это сообщение.

      Nate That's probably a better idea. I'll try that and see how it goes

      7 дней спустя

      Nate alright, I took a look at the sfml sample and I saw a bunch!! However, I did do as you suggested and ran into all kinds of problems(including sdl). So I like to ask if I could use the given demo as a basic startup for either sfml or sdl for my project

      Yes of course, you can use our example as a basis for your app. Though I feel that if setting up a vanilla project with a game toolkit is so hard for new users, that is probably not a great game toolkit in general. That's not your fault, that's SFML's fault. Why stick with SFML? There are many others that don't involve such pain. I'm partial to libgdx, which is what the Spine editor is written in.

      • Bobsolo1 ответили на это сообщение.
      • Bobsolo1 оценил это.

        Nate Sweet thnx!! One more thing, this goes for both sdl and sfml, when linking up to one of these using spine cpp found in github, do you build spine sdl/spine sfml with cmake and load up everything with vs 2022?

        When creating a new app using SFML or SDL plus the respective Spine Runtime, I'd set it all up in a single CMake project. That's what our examples do. The alternative is to compile each of those things into .dlls or static .lib libraries, which is a major pain, especially if you want to modify the source code. The "everything in a single CMake build" also enables you to more easily debug everything.

        • Bobsolo1 ответили на это сообщение.
        • Bobsolo1 оценил это.

          Mario That's what I did with sdl!! When I generated the examples with cmake, .lib files where made and I just made a folder inside my project solution and moved those files to the lib folder I made and then just like that, it worked liked magic! Not sure if I did that right, but hey, it's working and I'll take it!

          • Nate оценил это.