-
Updated
Aug 19, 2021 - C++
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.
Here are 3,894 public repositories matching this topic...
-
Updated
Aug 16, 2021
-
Updated
Aug 11, 2021 - C++
-
Updated
Aug 18, 2021 - JavaScript
-
Updated
Jul 4, 2021 - JavaScript
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
-
Updated
Aug 19, 2021 - Rust
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
-
Updated
Aug 18, 2021 - C#
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
-
Updated
Jul 30, 2021
-
Updated
Aug 18, 2021 - C++
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
-
Updated
Aug 18, 2021 - JavaScript
-
Updated
Aug 18, 2021 - C++
-
Updated
Aug 17, 2021 - C++
-
Updated
May 24, 2021 - C#
-
Updated
Aug 5, 2021 - C#
-
Updated
Aug 10, 2021 - C++
-
Updated
Jul 11, 2021 - JavaScript
-
Updated
Aug 19, 2021 - Go
-
Updated
Aug 3, 2021 - C++
-
Updated
Aug 19, 2021 - C++
Release Type: Official Release
Version: Version 4.0
Platform(s): All
Describe the bug
if you don't add a physics shape to the character component and call any physics function for that character you'll get the following error : Unhandled Exception: System.InvalidOperationException: Attempted to call a Physics function that is avaliable only when the Entity has been alread
-
Updated
Jul 14, 2021 - C++
@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
- 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.