game-engine

Custom memory alloc and dealloc which multiple Inheritance class

人走茶凉 提交于 2019-12-29 06:44:17
问题 i want do memory management in my project. i do not want operator global new/delete so i implement a simple memory alloctor. this is my code: class IAllocator { public: void* Alloc( unsigned int size ) { 1. alloc memory. 2. trace alloc. } void Dealloc( void* ptr ) { 1. free memory. 2. erase trace info. } template< typename T > void Destructor( T* ptr ) { if ( ptr ) ptr->~T(); } }; // macro for use easy. # define MYNEW( T ) new ( g_Allocator->Alloc( sizeof( T ) ) ) T # define MYDEL( ptr ) if

glm::unProject issues, world to screen space alignment error

烂漫一生 提交于 2019-12-25 06:35:36
问题 I have a plane in 3D space, which is facing the camera that I want to be able to place at the same position as where I click. However, the position of the plane overshoots the mouse cursor. This is for a dynamic GUI that I want to be able to move about and interact with the widgets on the UI. void mouse::unProjectMouse(float width, float height, camera* viewportCamera) { if(NULL == viewportCamera) { std::cout<<CNTRLCALL<<"camera failed! failed to un-project mouse"; } else { glm::vec4 viewport

Prevent overlapping of spawned game objects in unity

不羁岁月 提交于 2019-12-25 04:23:02
问题 Iam trying to make a simple 2d platformer game in unity. I managed to move the player and all other stuffs. The problem now i am facing is that the prefabs that randomly spawned onto the game is overlapping. So my question is how to prevent the overlapping of game objects. The prefabs i used is having different dimension(length). Here is the c# code i used: public class spawnscript : MonoBehaviour { public GameObject[] obj; public float spawnMin; public float spawnMax; // Use this for

Trigger mechanism in Unity

三世轮回 提交于 2019-12-24 23:06:59
问题 Lets say I'm creating a game like Flappy bird, I wanted to trigger when ever the player passes between two pipes so that i can count how many pipes dose the player crossed. Thanks in Advance. 回答1: Create a gameobject with a BoxCollider component, but no renderer. Scale the BoxCollider such that it encompasses your trigger area. Then set the collider as a trigger and attach a script to it that contains some desired functionality in the OnTriggerEntered function. Note : your player gameobject

Java slick2d moving an object every x seconds

Deadly 提交于 2019-12-24 22:19:45
问题 I am currently working on a 2d game in which a player sprite pushes other sprites around on the screen. My current code (within subclass): //x and y being the co-ords i want this object to move to (e.g 50 pixels right of its starting point etc.) public Boolean move(float x, float y, int delta) { this.setx(x); } How do i make the object move say 50 pixels every 1 second? or alternatively every x frames. I've tried using delta but that results in smooth motion which is much harder to control

View vs SurfaceView for android game

大憨熊 提交于 2019-12-24 18:06:17
问题 Some people says on SurfaceView, others on View. Which one is the best for a simple android game that uses drawable resources for its entities, and it does NOT uses OpenGL 回答1: I'l recomend you read https://code.google.com/p/beginning-android-games/ Very helpfull for 2D game development and 3D games. And book link http://www.amazon.com/Beginning-Android-Games-Mario-Zechner/dp/1430230428/ref=sr_1_1?ie=UTF8&s=books&qid=1299265138&sr=8-1 来源: https://stackoverflow.com/questions/17071959/view-vs

How Do I Build Multi-Layered Scenes with AndEngine?

风流意气都作罢 提交于 2019-12-24 08:56:01
问题 I am a noob to android development and i am trying to learn how to use AndEngine. I want to construct a scene where a sprite appears from behind an object in the foreground and then disappears in a whack-a-mole fashion. I've reviewed every example project but can't find anything code that shows how to do this. any help is greatly appreciated. Currently, I am trying to use a sprite to set the foreground scene to no avail. @Override public Scene onCreateScene() { this.mEngine

How to install Slick2d?

半城伤御伤魂 提交于 2019-12-24 04:55:09
问题 Hi I'm trying to create a game using the LWJGL library and the Slick2D game library however when I attempt to run it I get an error. Here is my code: package test; import org.newdawn.slick.AppGameContainer; import org.newdawn.slick.BasicGame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; public class SetupClass extends BasicGame { public SetupClass(String title) { super(title); // TODO Auto-generated constructor stub }

Efficiency of Qt Signals and Slots

与世无争的帅哥 提交于 2019-12-24 02:25:36
问题 I was browsing the methods inside of QMainWindow and noticed that some parts (such as resizeEvent and winEvent) are not implemented as signals but rather you have to inherit this class to be able to override them. My question is, how efficient are signals and slots and would it be possible to implement these types of functions as signals from which other classes can subscribe to. For instance, inside of a high performance game engine. 回答1: From what I recall, Trolltech stated that a signal

libGDX: Hanging Rope [duplicate]

微笑、不失礼 提交于 2019-12-24 00:36:47
问题 This question already has an answer here : libGDX: Hanging rope knotted with some pivot (1 answer) Closed 6 years ago . I am new to android libGDX game engine and searching form many days to make a hanging rope, I also read out all the Box2D documentation, There is a method ropJoint but no enough explanation given to use it. Can any body help me to make a rope like this one. Hanging Rope in Box2d I also tried to search for some good libGDX book for android but couldn't find. your help is