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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
Some changes have been made to the main Readme (which appears when landing on the github webpage) and the FAQ. This is a post to notify people, gather some interest and suggestions.
Thanks to @ker0chan for her help on the Readme (lots more feedback that I haven't processed yet) and @ButternCream for his help working on the FAQ.
- Created a [FAQ wiki page](https://github.com/ocornut/imgui/wik
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Updated
Mar 27, 2020 - C#
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!
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
 during bgfx::shutdown().
<img width="1582" alt="Screenshot 2019-12-25 at 14 38 40" src="https://user-images.githubusercontent.com/621629/71447311-a7752680-2724-11ea-8a29-c2eae
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Updated
May 18, 2020
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Updated
May 24, 2020 - C++
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
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.
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.
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
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Updated
May 27, 2020 - C++
Could the generated docs be moved to a separate repo? The CI could then commit to that separate repo to keep them updated...
Describe the bug
The Unity usage example assumes that user has Rantionary.rpkg file in assets/resources folder but there is no step by step information on how to import those and from what source.
The Rant3.zip from github doesn't contain said file.
To Reproduce
Steps to reproduce the behavior:
- Follow the Running in Unity tutorial
- Run the example in Unity
- See the erro
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
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Updated
May 25, 2020
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Updated
May 12, 2020 - C++
- spine-libgdx
- spine-csharp
- spine-xna
- spine-monogame
- spine-unity
- spine-tk2d
- spine-c
- spine-cpp
- spine-sfml
- spine-cocos2d-objc
- spine-cocos2dx
- spine-ue4
- spine-ts core
- spine-ts webgl
- spine-ts canvas
- spine-ts threejs
- spine-as3
- spine-starling
- [ ]
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;
}
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Updated
May 24, 2020 - C++
See #158 for context.
- Game Boy Crib Sheet - A handy printable reference sheet with ASM opcodes, memory locations, and much more (repository).
- OP Codes cheatsheet
- [gb-opcodes](https://gbdev.g
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Updated
Apr 22, 2020 - C#
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
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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