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Game engine

Game engines are software frameworks for game development. Game engines do the heavy lifting for developers so they can focus on other aspects of game development.

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MrRevington
MrRevington commented Mar 28, 2020

OS: Microsoft Windows [Version 10.0.18363.720] 64bit
Godot: v3.2.1.stable.mono.official 64bit

It seems get_node (same with $) is not working as expected.

Specify steps to reproduce:
Suppose you have the following tree:
/root/Character
/root/Character/Sword

And a script attached to Sword.

Inside that script you have:
func _ready() -> void:
var bug = get_node("/root/

simonsan
simonsan commented Nov 2, 2019

Right now we give the following information (e.g.):

openage v0.4.0-69-g9412facd
opengl
MSVC 19.16.27032.1 [/DWIN32 /D_WINDOWS /W3 /GR /EHsc /MP]
Cython 0.29.14

For future debugging on the user side we could give more information:

  • OpenGL version number
  • nyan-lib version number
  • libc
  • sdl-version
  • Qt-version
  • maybe even opus-codec version

In addition:
jj quote:

pabloarizaluna
pabloarizaluna commented Aug 3, 2019

When i run python3 download_sdks.py i get HTTP Error 404: Not Found.

Here the full error message:
Traceback (most recent call last):
File "download_sdks.py", line 74, in
main()
File "download_sdks.py", line 43, in main
u = request.urlopen(url)
File "/usr/lib/python3.6/urllib/request.py", line 223, in urlopen
return opener.open(url, data, timeout)
File "/us

boardgame.io
nicolodavis
nicolodavis commented Nov 7, 2018

The optimisticUpdate logic currently works as follows:

  1. We execute the move on the client (always).
  2. We check if some randomness related code was executed.
  3. We then check if the user-provided optimisticUpdate function returned true.

Relevant code: link

If either [2] or [3] are true, the move re

daredevildave
daredevildave commented Feb 26, 2019

If a material has an existing prefiltered cubemap set, then updating the material's cubemap property material.cubeMap = cubemapAsset.resource will have no effect as this call doesn't update the prefiltered textures in the material.

Changing a material's cubemap should at least clear old cubemap data, and ideally update it to the new maps.

bug
AkkaWakka
AkkaWakka commented Dec 28, 2019

I think there is an error in the FrameLimiter implementation logic for the Sleep strategy, unless I'm misunderstanding something.

The docs say (emphasis mine):

Sleep will call thread::sleep with a duration of 0 milliseconds until the frame duration has passed.

In the code, the Sleep strategy is called with a zero duration:

const ZERO: Duration = Duration::from_millis(0
Panquesito7
Panquesito7 commented Apr 1, 2020

Problem

When revoking privileges to yourself, it can take a little long to type the command to revoke a privilege.
I'd like to add a revokeme command to make it shorter and quicker to revoke privileges to yourself.

Solutions

Create a new command (like grantme) that revokes an specified privilege to yourself.

Alternatives

revoke is an alternative, however it is longer

jkalkhof
jkalkhof commented Oct 1, 2018

OS platform / Browser

Windows 10/Chrome Version 69.0.3497.100 (Official Build) (64-bit)

melonJS version

master branch - 10/1/2018 - melonjs 6.2.0

Bug description

UI example mouse clicks won't work with simulation_rpg example

Steps to reproduce the bug

I have put in a pull request 951 - code which reproduces the problem.
(see examples/isometric_rpg_ui)
https

hsdk123
hsdk123 commented Nov 14, 2019

I'm noticing that png files with alpha values don't have the setColor alpha values applied when using Flat3D shader (ex. setColor({1.f, 1.f, 1.f, 0.f}) still displays the image).

I'm currently using StbImageImporter for image importing.

Other Peculiarities

  • png images with transparent backgrounds have their transparent colours displayed as hard colours (ex. black or white instead of tr
tapir
tapir commented Jan 17, 2020
edgeDebug := imdraw.New(nil)

for !win.Closed() {
    // .....
    
    edgeDebug.Clear()
    //edgeDebug.Reset()
    edgeDebug.Color = colornames.Red
    edgeDebug.Push(points...)
    edgeDebug.Line(2)
    
    // .....

    win.Draw(edgeDebug)
}

According to documentation below

// Clear removes all drawn shapes from the IM. This does not remove Pushed points.
fun

erickzanardo
erickzanardo commented Feb 29, 2020

Currently, Flame Gesture API (TapDetector and etc) don't work with multiple touches, I think this is an important feature and needs to be supported by Flame.

I have created a branch (gesture-detector-multitaps) on Flame with a little game to expose the problem, you can find the example here: doc/examples/gestures/lib/main_multitap.dart

@luanpotter @renancaraujo I am researching on how to

xenko
oschakravarthi
oschakravarthi commented Apr 22, 2019
  1. When I try to import a model (those models are attached to this post), I am getting the below error.

Error:An exception occurred while generating the template.
Object reference not set to an instance of an object.
at Xenko.Assets.Models.ModelAssetImporter.Import(UFile localPath, AssetImporterParameters importParameters)
at Xenko.Assets.Presentation.Templates.ModelFromFileTemplateGen

darrylryan
darrylryan commented Aug 8, 2017
  • UIScrollContainer doesn't seem to work properly from code (@JimMarlowe gave me an example in TB layout language, I tried to do the same in code, it broke. Possibly due to different defaults and differences in the layout enums?)

  • Currently can't set a cursor image

  • Window resizing currently only works in BOTH dimensions at once if enabled. Sometimes we want to be able to resiz

rdb
rdb commented Mar 28, 2020

The following code fails:

from panda3d.core import *

dst = PNMImage(2, 2)
src = PNMImage(1, 1)
dst.add_sub_image(src, 1, 1, 0, 0, 1, 1)

However, using copy_sub_image works fine. This is because add_sub_image does not properly add the offset when sampling the source image.

Fixing this will require adding the offset calculation from the other *_sub_image methods to

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