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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- cocos2d-x version: 3.17
- devices test on: windows, maybe all platforms
- developing environments
- NDK version:
- Xcode version:
- VS version:
- browser type and version:
Steps to Reproduce:
ui::EditBox* edi = ui::EditBox::create(ada->getContentSize(), "CloseSelected.png");
edi->setInputMode(ui::EditBox::InputMode::NUMERIC);
rootNode->addChild(edi);
edi->setCo
<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:
What the hell means "it's very likely this issue is fixed."?
There should be a test and a proof the issue is fixed, this is not how issues works.
And, in fact, the issue CRYTEK/CRYENGINE#606 is not fixed and still present in 5.6
When there's a space in the engine installation folder, for example mine is in:
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
We should probably host images on GitHub directly if we're able to.
Reported by russia_nekto on Discord.
:video_game: :pencil: A list of Game Development resources to make magic happen.
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Updated
Dec 29, 2019
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
It's currently not obvious how to go from a screen component's coordinates (for a given element) to physical screen coordinates and then on to world coordinates. For example, if you want to place a particle system at the location of a UI element. One or more utility functions to make this easy should be added to the API.
Feature
glTF loader
Change
Support importing cameras from gltf files.
Reason
The format supports it, and just like placing lights, placing cameras in the scene can be useful, especially for prototyping.
It seems odd to me that the stuff that the gltf importer matches a lot of the BasicScenePrefab functionality, but omits cameras for some reason.
Impact
I don't
Issue type
- Bug or legacy issue (not sure)
Minetest version
0.4.17.1
Summary
The keybindings menu has that weird warning at the top:
(If this menu screws up, remove stuff from minetest.conf)
Is this warning still relevant? I think this warning has been in Minetest since ages, yet it's still there.
If the warning is still relevant, please write down (in this
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.
fix golint warnings
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
Egret is a brand new open mobile game and application engine which allows you to quickly build mobile games and apps on Android,iOS and Windows.
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Updated
Dec 29, 2019 - JavaScript
Why:
For example, say you go and look at Geometry::SetDrawRange method. There is argument of PrimitiveType type, which is enum defining whether it's a triangle list, line list, etc. But the list of possible values is not available through documentation -- doxygen is igno
Modern C++14 game engine with Vulkan support, fully featured editor and C# scripting
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Updated
Dec 28, 2019 - C#
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
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
More examples
in https://github.com/faiface/pixel/wiki/Building-Pixel-on-Windows#gcc-toolchain
the proper compilers are installed but use should also add them to the path with:
export PATH=/mingw64/bin:/mingw32/bin:$PATH
Otherwise they get confusing and hard to investigate build issues in c world like
...errror: implicit declaration of fumction ......ld: cannot find -lmingwex- `...
Gaming meets modern C++ - a fast and reliable entity-component system (ECS) and much more
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Updated
Dec 29, 2019 - C++
The Editor is lagging slow and thus unusuable.
Sometimes even crashes occur.
The Problem may be here: (taken from the CEF log, Messages repeated all over again):
[0823/024737:ERROR:gles2_cmd_decoder.cc(4643)] Error: 5 for Command kPostSubBufferCHROMIUM
[0823/024737:ERROR:gpu_channel_manager.cc(222)] Exiting GPU process because some drivers cannot recover from problems.
[0823/024737:ER
A fast, scalable, distributed game server engine/framework for C++, include actor library, network library,can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.
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Dec 29, 2019 - 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
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?
- improve leaking
- improve fake selfshadowing
- improve shadows far from [0, 0, 0]
- point light shadows
Shadow pancaking
http://cg.cs.uni-bonn.de/en/publications/paper-details/peters-2017-quantized-msm/

Godot 3.2 beta2
Looked up properties of
ProjectSettingsin the doc: strings are cut off, and values shown as data trees are not prettified.