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.
Here are 2,733 public repositories matching this topic...
- cocos2d-x version: 3.16
- devices test on: http://cocos2d-x.org/docs/api-ref/cplusplus/v3x/
Steps to Reproduce:
- Go to docs: http://cocos2d-x.org/docs/api-ref/cplusplus/v3x/
- Type Application or ApplicationProtocol into search box.
<a-scene>
<a-entity camera></a-entity>
</a-scene>With the above a default camera is injected incorrectly
I think it's unexpected. I have to use Detector.canCollide on my own when I want to use Query.collides. I think it should be changed or at least mention in documentation.
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:
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
The optimisticUpdate logic currently works as follows:
- We execute the move on the client (always).
- We check if some randomness related code was executed.
- We then check if the user-provided
optimisticUpdatefunction returnedtrue.
Relevant code: link
If either [2] or [3] are true, the move re
-
Updated
Feb 4, 2020
I am trying to understand the logic behind the tilemap().set() but I couldn't!
Looking to the third example in order to understand it, still no luck!
Some clarifications for the methods will be appreciated.
I came across this issue when I decided to profile my (in progress) game and discovered I was generating a ton of VertexBufferBinding[] arrays during the
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.
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::sleepwith 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(0Problem
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
The spacing between the lines in the credits screen does not match the official D2 client. The spacing needs to be adjusted to accurately match what the original client does.
FreeBSD port
Hi,
I think I may have stumbled upon a bug.
With the value to set 'Cart' it shows 'Gear' in the drawer, this happens consistently throughout all other values
<img width="411" alt="image" src="https://user-images.githubusercontent.com/20213078/4796
-
Updated
Mar 3, 2020 - C#
-
Updated
Apr 3, 2020 - JavaScript
It seems to me, reading through the Using Library page that the documentation has fallen a little out of date with the move to place the cmake_*.sh/bat files in the script folder. This line, especially, seems wrong, since it would have to be the /script directory into the PATH variable.
Alternatively, you can add the
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
-
Updated
Mar 29, 2020 - C++
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
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
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
-
Updated
Apr 5, 2020 - C++
- 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
-
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
Basically we need to have it draw every type of Drawable and make sure the colors are correct. Done:
- Mesh
Image::from_rgba8(more or less)- Text
To do still:
- Image from file
- SpriteBatch
- Canvas(?!)
- Mesh from MeshBuilder?
- random shader?
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
Hi @Wend1go I remember when you have added Tween animations you have made a example for test each types of tweening.
This example is very helpful i think it should be include with the other examples.
Solution suggested
Use this file somewhere in a test folder in the GDevelop repo and move it in example folder.
4ian/GDevelop#922 (comment)
- Wikipedia
- Wikipedia

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/