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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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Required skills: Cython
Difficulty: Medium
Animation frames from AoE2 graphics files are packed into a texture atlas by the openage converter. We use bin packing to find the optimal arrangement (= smallest atlas dimensions) of the frames in the atlas. Bin packing becomes computationally intensive if a lot of frames are packed (look
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
- Go to 'map engine test'
- Press the key 'n' until you get to Tristam.
- Wait about 3 seconds '....'
- See the fire effects that are on the ground stop animating. This same problem seems to occur on all maps but it's easiest to find in Tristam.
**Expected beha
What problem does this solve or what need does it fill?
The PR bevyengine/bevy#2112 added the DirectionalLight component, but in order to use it you need to spawn an entity with a Transform, GlobalTransform and DirectionalLight. This is cumbersome and can difficult to understand for an unexperienced bevy user.
What solution would you like?
A `Directio
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To reproduce, create a game with this in its declaration:
turn:
{
moveLimit: 2,
},And then in a move, fire the endTurn event with the force argument:
ctx.events.endTurn( { force: true } );If you take this move as your first action, it just prints a debug message saying eg INFO: cannot end turn before making 2 moves. I'm not sure if `f
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Tasks
- Fix ron file to use expected format
Reproduction Steps
cd examples/animation && cargo run
What Actually Happened
[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/shareddata/share/prog/rust/amethyst/examples/animation/assets/prefab/animation.ron"): 8:1: Expected map
[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/sh
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Release Type: Github
Describe the bug
Adding an instancing component and then a model component crashes the instancing processor.
To Reproduce
Steps to reproduce the behavior:
- Add instancing component to an entity,
- Add model component to the same entity
- Exception time
Expected behavior
It should not crash.
Screenshots
If applicable, add screenshots to
@keturn proposed the following changes as a follow-up for the migration of our pipeline Jenkinsfile from scripted to declarative syntax in #4784:
- Move discoverGitReferenceBuild as early as possible.
- Publish stage: Refactor "rebuild Omega after engine trunk build" to not need script block
- Analytics and Documenta
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- Wikipedia
- Wikipedia
See:
https://forum.babylonjs.com/t/can-gltf-export-a-specific-mesh-from-scene/10641/3
Repro:
https://www.babylonjs-playground.com/#YBEKDT#4
Expected result:
Fan materials and textures should not be included in exported glTF from this playground.