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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
Jun 18, 2020
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Updated
Jun 26, 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
Jul 6, 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...
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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
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
Jul 4, 2020
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Updated
Jun 8, 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
Jul 5, 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#
Currently is not possible to drop a file or group of files (or folders) from the desktop to a Panda3d window. In my case, as I am doing a media player/file sequence flipbook, it would be a great feature. Don't know if it would be useful for a game, but any kind of application that uses P3D as the backend would have a benefit of it.
RBD mentioned the following:
"On Windows, from a cursory loo
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
pygame 2 has a lot of new things.
But we need to tell people about all the new goodies.
We need:
- small paragraphs of text explaining exciting features.
- tweet sized texts explaining new stuff
- benchmarks
- mini examples of how to use the new stuff
How to find what's new anyway?
- have a look at closed pull requests
- have a look at the SDL2 what's new annoucements
- ask people
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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