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: 3.16
- 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.
Description:
- A-Frame Version:
<script src="../../../dist/aframe-master.js"></script>
- Platform / Device: Windows, Google Chrome Version 81.0.4044.113
- Reproducible Code Snippet or URL:
All of the text demos linked in components/text
Error message:
Uncaught TypeError: navigator.xr.requestDevice is not a funct
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.
The new converter (#1151) 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
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
 game and discovered I was generating a ton of VertexBufferBinding[] arrays during the
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
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.
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.
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
May 25, 2020 - C++
-
Updated
Apr 16, 2020 - C#
-
Updated
May 25, 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
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
Currently, the glDrawRangeElements()
WebGL 2 function is not implemented in Firefox (38) and causes "Not Implemented." assertion. It is also not yet implemented in Emscripten, but I have a patch that adds it.
Rela
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
Someone else also had this problem when running in the browser and by switching back and forth between tabs, but it is not web specific.
It can easily be reproduced by running docs/example/box2d/contact_callbacks
and turn off your device screen or change app, and then go back to the app and the bodies will have less or no momentum.
-
Updated
May 24, 2020 - C++
Release Type: Github
Version: master
Describe the bug
The documentation states "The index of the component to access. Use 0 for the alpha component, 1 for the red component, 2 for the green component, and 3 for the blue component".
The actual implementation uses:
switch (index)
{
case 0: return R;
case 1: return G;
case 2: return B;
case 3: return A;
}
The Urho UI provides a method to set the cursor image however Turbobadger doesn't offer this so this functionality went away with SystemUI.
A game's code is supposed to have its own error type (that can wrap over ggez::GameError
) but you are forced to unwrap
/expect
all your errors in EventHandler
's draw
and update
methods (because you can't turn them into GameError
), right? Is this documented somewhere?
Related to ggez/ggez#421
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
So, it was said many times already, but the documentation system for the GDJS Runtime game engine has to be changed. Until now it was outdated, but ok. But now, the documentation begins to become more complete and includes interfaces. The current documentation is generated using JSDoc and the Jaguar template. Jaguar is not supporting interfaces, making the documentation incomplete.
The solutio
- Wikipedia
- Wikipedia
Godot version:
v3.2.2.rc.custom_build.36a30f681
OS/device including version:
Window 10
Issue description:
I'm trying to save ProjectSettings at runtime using save_custom to location "user://override.cfg", but this action returns error ERR_FILE_UNRECOGNIZED. Actually this method returns this error for any path. Is it allowed to call it at runtime or only in tool? I want to use