game-development
Here are 7,200 public repositories matching this topic...
Version
Last doc
Description
The documentation doesn't provide the good description for gameobject.body.drag.
URL: https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.Body.html#useDamping__anchor
Example Test Code
gameobject.body.drag = 0.5; // doesn't work because `drag` is Vector2.
gameobject.body.setDrag(0.5); // works
Additional Infor
This project is a fork of excellent FHeroes2 from SourceForge (a beta-level recreation engine of original Heroes 2) but it improves UI, visuals, it offers quick combat by default with option to replay, few steps like "loading" are more optimized.
Add osu!
-
Updated
Jun 28, 2020 - TypeScript
This issue happens with large tree's, a square showing up removing the shadow. This issue existed since at least CE5.2.
Reproduce: Blank project -> Basic Level (just a name, basic settings) -> Import large tree -> Make sure shadows are visible -> Move around it should show up.
I reproduced it in 5.6.1, 5.6, 5.5 and 5.2 (all the engines i had)
5.6.1 Below
 uses member objects to operate on data from the .dat files. While these provide the necessary functions for conversion, they are also significantly larger than the original dat file entries (20x - 400x the size). This results in a comparatively high memory usage, especially for DE2 which uses ~1.6 GB of memory for all dat file entries. Note that the converter does not
-
Updated
Jun 18, 2020
Tracking issue to make sure the metatile system is documented.
-
Updated
Jun 26, 2020 - C++
Reading the documentation, it is not entirely clear to me what are the differences of the joint control modes supported in pybullet.
I try to recap them here, please @erwincoumans feel free to jump in to add more details and address holes in my understanding.
Let's assume that in all cases (excluding torque), the reference error is the following:
error = kp * (pos_des - pos) + kd *
Great tutorial! It clears up a lot of my questions about various effects.
Minor complaint: Focal length is size of the lens. Focal distance is the distance between the camera and the focal point.
-
Updated
Jun 24, 2020 - Python
According to Assimp's documentation (see anim.h, line 269). The description of aiNodeAnim says the following:
The transformation matrix computed from these values replaces the node's original transformation matrix at a specific time. This means all keys are absolute and not relative to the bone default pose.
From my understanding, I believe the original transformation refers to aiNode's
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.
-
Updated
Apr 13, 2020
-
Updated
Jun 27, 2020 - C++
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
Hi, can someone explain the reason of testbed.width=80, testbed.height=60 while the canvas' size of the examples on the web is 900px X 600px. And why the value of ratio is 16? What is the relation between those numbers?
-
Updated
Jun 27, 2020 - C++
-
Updated
Jun 21, 2020
Could the generated docs be moved to a separate repo? The CI could then commit to that separate repo to keep them updated...
-
Updated
Jun 29, 2020 - C#
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
Context:
googleforgames/agones#1202 (comment)
The current Rust gRPC library has some issues around SSL, and the Rust ecosystem has changed a bit in the last while. We should review it, and see if it's worth switching out the underlying gRPC implementation -- without changing the Agones client SDK surface.
https://github.com/hyperium/tonic is looking like
-
Updated
Jun 27, 2020 - C#
I was trying to look up the API for the DebugPanel so I could locate an option to decrease the text size. I'm developing a smaller resolution game and the elements of the panel overlap and are unreadable/unusable at these lower sizes. Upon opening the API and searching/clicking on the DebugPanel link, I'm routed to [http://melonjs.github.io/melonJS/docs/me.DebugPanel.html](http://melonjs.github.io
We've not tested installation guide for Linux very well, and we have found some issues (e.g., hajimehoshi/ebiten#1146).
To solve this, we can have Docker files for various distributions, and test them regularly.
Artemis Framework link in http://gameprogrammingpatterns.com/data-locality.html appears to point to a fake SEO heavy website instead of what I would imagine was the original. The website now contains no source links.
There are various clones of it, but I believe this might be the original source repo possibly,
https://code.google.com/archive/p/artemis-framework/
-
Updated
Jun 8, 2020 - C++
-
Updated
Jun 23, 2020
Improve this page
Add a description, image, and links to the game-development topic page so that developers can more easily learn about it.
Add this topic to your repo
To associate your repository with the game-development topic, visit your repo's landing page and select "manage topics."

Godot version:
3.2
OS/device including version:
windows 10
Issue description:
if the translation is empty ("") in a certain language, the server returns the key (po files), a single quote " (csv), or the english translation if left empty without quotes. It does not seem consistent. From a developers viewpoint it should just return whatever is there (automation always being a s