game-engine

Port flash game to native android

假装没事ソ 提交于 2019-12-11 11:33:04
问题 Alright here is the problem: the creators of a quite popular flash-based game have asked me to port their game to Android. They are not interested in any other platforms so we don't need to be worrying about iOS or PC. They want the best performance on just Android (I guess that's the point of porting a flash-based game. They could have just went with it) They found Unity 'slow'. How would the performance (on android) of other engines compare? Are they expecting too much i.e. finding Unity

AndEngine andengine.jar file

女生的网名这么多〃 提交于 2019-12-11 09:53:32
问题 Hi im using Android Studio ver. 0.8.6 now i want to use andEngine, i know that i should download andengine.jar file and copy it to libs folder in my project, everything is all right, but i can find the andengine.jar GLES2 there are only files with 1st version, and the newest examples didn't work with it, can someone pls give me link to andengine.jar GLES2? or maybe im doing something wrong? I'm taking examples from official site and there are a lot of errors one of them: extends BaseExample

Unity Moving Player Leg Multiplayer

旧巷老猫 提交于 2019-12-11 09:28:15
问题 I am currently working on a game and I have the following situation: I have a Player prefab gameobject with a script attached to it (see below). I have set up Network Manager and I have set up an account under "Services" to be able to use the multiplayer aspect. I have the basics set up so that the player does spawn and multiplayer does work. The player is able to move and I see the movement on the other players on each build session. I have a chunk of code that when the player is "walking"

Calculating in radians the rotation of one point around another

懵懂的女人 提交于 2019-12-11 07:14:03
问题 I have been trying to get this problem resolved for week and have get to come to a solution. What I have is 2 points in a 2d space, what I need to resolve is what the rotation of one is around the other. With luck the attached diagram will help, what I need to be able to calculate is the rotational value of b around a. I have found lots of stuff that points to finding the dot product etc but I am still searching for that golden solution :o( Thanks! 回答1: Vector2 difference = pointB - pointA;

relationship that “inherit” another (1:N) relationship

谁说我不能喝 提交于 2019-12-11 04:26:58
问题 I want a data-structure that supports these specific 1:N relations :- 1#. Human raise 0-N Human 2#. Human has 0-N Dog 3#. Human cultivate 0-N Tree 4#. Dog is a house of 0-N Parasites . Note: - State in these relations are all temporary e.g. Human1 may raise Human2 , but after a year, Human1 may abandon Human2 . - All objects are inherited from BaseObject and has unique int ID. In all of the above relation, I want to be able to support these features :- F1. add relation e.g. human_dog-

Unity 3D realistic accelerometer control

*爱你&永不变心* 提交于 2019-12-11 02:49:46
问题 How do we achieve a control similar to this game? https://play.google.com/store/apps/details?id=com.fridgecat.android.atiltlite&hl=en 回答1: You can do this with builtin physics: create a level from some simple scaled cubes (don't forget the ground). add the ball - a sphere, then and add a RigidBody to it. Set a constraint on the rigidbody - check freeze position y (or it will be able to jump out of the level if you put the device upside down). add this script anywhere on the scene (for example

Are Vulkan renderpasses thread local in multi-threading rendering

空扰寡人 提交于 2019-12-11 01:19:03
问题 I'm currently moving my game to Vulkan. In my game, I have multiple worker threads to generate drawcalls. Each worker thread has its own command buffer. As render pass begin/end pair need to be within command buffer begin/end pair, so I would think render passes need to be thread local. Is that correct? If that's the case, my second question is that how can I share pipeline objects among worker threads? I currently maintain a global pipeline object map, for each drawcall, worker threads

How to properly implement CheckBox in LibGDX

谁说我不能喝 提交于 2019-12-10 23:08:22
问题 I want to implement a checkbox in my game for switching volume on and off. I have this so far, but it's not working properly: MusicOnOff.addListener( new InputListener() { public void touchUp (InputEvent event, float x, float y, int pointer, int button) { MusicOnOff.toggle(); } public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) { System.out.println("Music: " + MusicOnOff.isChecked()); return true; }; }); EDIT: Ok, never mind. It's toggling with the right

OCaml: design datatypes for a text adventure game

不羁的心 提交于 2019-12-10 22:13:28
问题 I am trying to make a simple naive text adventure game (base one this page) to learn OCaml. The game is about making an game engine, so all the information about rooms, items ect, is store in a json file. Sample json file would be like this: { "rooms": [ { "id": "room1", "description": "This is Room 1. There is an exit to the north.\nYou should drop the white hat here.", "items": ["black hat"], "points": 10, "exits": [ { "direction": "north", "room": "room2" } ], "treasure": ["white hat"] },

debug output of game objects in Haskell/Yampa and HOOD

ε祈祈猫儿з 提交于 2019-12-10 19:38:09
问题 I'm stuck with generating debug output for my game objects using Haskell/Yampa (=Arrows) (with HOOD). My engine basically runs a list of game objects which produce Output states (line, circle) which are then rendered. data Output = Circle Position2 Double | Line Vector2 output :: [Output] -> IO () output oos = mapM render oos render :: Output -> IO () render (Circle p r) = drawCircle p r render (Line vec) = drawLine (Point2 0 0) vec The player object just moves to the right and is represented