tiled

对话实录|华为云.通信云服务激活无限商业潜力

岁酱吖の 提交于 2019-12-06 02:06:32
在LiveVideoStackCon2019深圳音视频技术大会前夕,我们邀请到了华为云核心网产品线,高级架构师左俊老师接受采访,采访中左俊老师从自身十五年的架构师经验出发浅谈了自己对于近几年音视频通话技术的发展,并从覆盖场景、数据安全和视频质量审核等方面介绍了华为云通信云服务的优势。 文 / 左俊 整理 / LiveVideoStack LiveVideoStack:左俊你好,能否先向LiveVideoStack的读者介绍下自己,以及你目前主要的工作以及关注的技术方向? 左俊: 我目前主要的负责是华为云.通信云服务整个解决方案的架构和技术。华为云.通信云服务目前包括如下四个服务:视频通话服务、隐私保护通话服务、语音通话服务、短信服务。当下,我主要关注的有以下两点: 音视频方案中的效果及质量问题,这个是整个音视频解决方案最为基础的部分,华为在运营商市场实时音视频的成功实践,为解决互联网视频通话的效果和质量问题,提供有效的借鉴和支撑,这也是华为云.视频通话服务快速孵化的基础。 解决方案中的安全韧性及合法合规问题,虽然这不是基础业务的一部分,但是这个是客户能够获取持久保障的前提,华为很看重这一块,也能够保证向客户持续地提供可靠可信的服务。 此外还有系统的开放性灵活性,成本管理,客户的个性化服务等,也都是整个解决方案中不可或缺的一环。 LiveVideoStack

Tiled Map Editor: size of isometric tile side

你离开我真会死。 提交于 2019-12-04 15:32:43
In Tiled editor there is an isometric map example: "isometric_grass_and_water.tmx". This example shows simple isometric map with tiles which have size 64x32 pixels. I need to know size of the side of a tile, so I simply used Pythagorean theorem for this: In right-angled triangle ABC side AC = width / 2 = 32 and side AB = height / 2 = 16. Thus side of a tile (BC) can be calculated as: So whole tile is a rhombus in which each side = 35.777. However when I add an square object with dimensions 35.77 x 35.77 to the Tiled, it not fits into the grid (it is actually bigger than on tile). But if I add

libGDX: How to implement a smooth tile / grid based game character movement?

核能气质少年 提交于 2019-12-04 14:09:20
In fear of reinventing the wheel, I wonder: What is the best approach to implement a smooth grid based game character movement on a top-down Tiled (2D) map with libGDX ? The character should keep moving smoothly between tiles as long as an arrow key is pressed (or a touch event occures on certain direction of the character) and should finish confined to a grid position on key / touch release. The movement should be independent from the frame rate. I would be glad about some already implemented examples that can be studied and lead to a proper libGDX API usage. Lestat Test if a specific button

Why do I have lines going across my libgdx game using Tiled?

允我心安 提交于 2019-12-03 17:38:41
问题 I'm using LibGdx and Tiled and when moving around the screen, there are both horizontal and vertical lines appearing on the game. I can post any code you need, if necessary. How do I get these lines to stop? Here's a gfycat gif of the lines: http://gfycat.com/FastUnnaturalAmericanwirehair Edit: Here's a small bitbucket repository, as small as I could get it that has the same glitch in it: https://bitbucket.org/Chemical_Studios/example-of-line-glitch/src

Why do I have lines going across my libgdx game using Tiled?

删除回忆录丶 提交于 2019-12-03 07:33:31
I'm using LibGdx and Tiled and when moving around the screen, there are both horizontal and vertical lines appearing on the game. I can post any code you need, if necessary. How do I get these lines to stop? Here's a gfycat gif of the lines: http://gfycat.com/FastUnnaturalAmericanwirehair Edit: Here's a small bitbucket repository, as small as I could get it that has the same glitch in it: https://bitbucket.org/Chemical_Studios/example-of-line-glitch/src/8eeb153ec02236d836763072611bd7aa55d38495/minimalExample/src/com/weebly/chemicalstudios/minEx/?at=master noone This is because you need to add

C# Dictionary - The given key was not present in the dictionary

本小妞迷上赌 提交于 2019-12-01 21:27:03
问题 I'm currently trying to load game objects from a Tiled (Tiled map editor) map file into a game engine I'm making in C#. I'm using TiledSharp (Link to github here). It uses a dictionary to hold properties about each individual tile (or 'game object') I'm trying to load. But for some reason I get an error when I loop through the properties, and I also get an error if I check if it's null Here's a snippet of the code I'm using: for (int l = 0; l < tmxMap.Tilesets[k].Tiles.Count; l++) // This

C# Dictionary - The given key was not present in the dictionary

妖精的绣舞 提交于 2019-12-01 19:21:34
I'm currently trying to load game objects from a Tiled (Tiled map editor) map file into a game engine I'm making in C#. I'm using TiledSharp (Link to github here ). It uses a dictionary to hold properties about each individual tile (or 'game object') I'm trying to load. But for some reason I get an error when I loop through the properties, and I also get an error if I check if it's null Here's a snippet of the code I'm using: for (int l = 0; l < tmxMap.Tilesets[k].Tiles.Count; l++) // This line throws an error if (tmxMap.Tilesets[k].Tiles[l].Properties != null) // and if I remove the above

Tiled瓦片地图在真机运行时有缝隙的解决方法

我与影子孤独终老i 提交于 2019-12-01 05:53:34
最近遇到个问题,在用tilemap制作像素风地图后,xcode模拟器运行正常,打包真机运行发现部分地图出现瓦片间有缝隙的问题,如下图: 游戏引擎Cocos-2dx-Lua 3.10版本,地图用Tiled 0.10.2制作,试着在DesignResolutionSize下面下手,发现问题无法解决,后来查阅资料,发现在frameworks/cocos2d-x/cocos/base下,有一个名为ccConfig.h的文件,找到如下代码: /** @def CC_FIX_ARTIFACTS_BY_STRECHING_TEXE L * If enabled, the texture coordinates will be calculated by using this formula: * - texCoord.left = (rect.origin.x*2+1) / (texture.wide*2); * - texCoord.right = texCoord.left + (rect.size.width*2-2)/(texture.wide*2); * The same for bottom and top. * This formula prevents artifacts by using 99% of the texture. * The "correct" way to

对话实录|华为云.通信云服务激活无限商业潜力

瘦欲@ 提交于 2019-11-30 12:58:01
在LiveVideoStackCon2019深圳音视频技术大会前夕,我们邀请到了华为云核心网产品线,高级架构师左俊老师接受采访,采访中左俊老师从自身十五年的架构师经验出发浅谈了自己对于近几年音视频通话技术的发展,并从覆盖场景、数据安全和视频质量审核等方面介绍了华为云通信云服务的优势。 文 / 左俊 整理 / LiveVideoStack LiveVideoStack:左俊你好,能否先向LiveVideoStack的读者介绍下自己,以及你目前主要的工作以及关注的技术方向? 左俊: 我目前主要的负责是华为云.通信云服务整个解决方案的架构和技术。华为云.通信云服务目前包括如下四个服务:视频通话服务、隐私保护通话服务、语音通话服务、短信服务。当下,我主要关注的有以下两点: 音视频方案中的效果及质量问题,这个是整个音视频解决方案最为基础的部分,华为在运营商市场实时音视频的成功实践,为解决互联网视频通话的效果和质量问题,提供有效的借鉴和支撑,这也是华为云.视频通话服务快速孵化的基础。 解决方案中的安全韧性及合法合规问题,虽然这不是基础业务的一部分,但是这个是客户能够获取持久保障的前提,华为很看重这一块,也能够保证向客户持续地提供可靠可信的服务。 此外还有系统的开放性灵活性,成本管理,客户的个性化服务等,也都是整个解决方案中不可或缺的一环。 LiveVideoStack

LibGDX: How to make tiled map tiles clickable?

≯℡__Kan透↙ 提交于 2019-11-27 13:46:39
How can I add click listeners for the tiles from tiled map so that when you select a tile with the mouse it becomes highlighted? That's not supported directly by libGDX as the TiledMap stuff is only for rendering. You could easily create a Stage though, which will act as some kind of overlay-input-layer for your TiledMap. Just create an Actor for each tile which has the same size as position as that tile. Then you are able to add EventListener s to those actors to be able to recognize things like clicks on those actors. Those actors should keep a reference to their "origin", namely