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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Feb 9, 2022
See forum post: https://forum.babylonjs.com/t/babylon-editor-export-texture-scaling/12723/26
Reproducible via playground: https://playground.babylonjs.com/#DHZKGW#7
Currently when we export specularGlossiness PBRMaterials via _GLTFMaterialExporter._convertSpecularGlossinessTexturesToMetallicRoughnessAsync
We combine albedo + glossiness textures into Base64 texture string, stripping all
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Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:
INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
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Feb 13, 2022 - C#
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Feb 12, 2022 - Rust
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Feb 13, 2022
When assigning the minPlayers
and maxPlayers
properties of the game object, this can influence the player counts a user can select when creating a new match in the lobby. However, these bounds do not appear to be enforced by the lobby server.
For example, the following request will succeed in creating a match of tic-tac-toe
running on localhost
with the property maxPlayers
set to 2
:
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Feb 13, 2022 - 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
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What could be improved
Based on this issue: flame-engine/flame#954, I noticed that we could also go for the same approach for the packages' unit/widget tests execution,
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- Wikipedia
- Wikipedia
Godot version
Godot_v4.0-alpha1_linux.64
System information
recently updated arch linux
Issue description
When saving a new scene for the first time the default name (without extension) is the name of the root node of that scene but starting with a lowercase letter (even when the root node starts with an uppercase letter).
When saving a branch as a scene and the root