antimicro | maintained anymore ] Graphical program | Game Engine library

 by   AntiMicro C++ Version: 2.24-final License: No License

kandi X-RAY | antimicro Summary

kandi X-RAY | antimicro Summary

antimicro is a C++ library typically used in Gaming, Game Engine applications. antimicro has no bugs, it has no vulnerabilities and it has medium support. You can download it from GitHub.

antimicro is a graphical program used to map keyboard keys and mouse controls to a gamepad. This program is useful for playing PC games using a gamepad that do not have any form of built-in gamepad support. However, you can use this program to control any desktop application with a gamepad; on Linux, this means that your system has to be running an X environment in order to run this program. This program is currently supported under various Linux distributions, Windows (Vista and later), and FreeBSD. At the time of writing this, antimicro works in Windows XP but, since Windows XP is no longer supported, running the program in Windows XP will not be officially supported. However, efforts will be made to not intentionally break compatibility with Windows XP. Also, FreeBSD support will be minimal for now. I don't use BSD on a daily basis so the main support for FreeBSD is being offered by Anton. He has graciously made a port of antimicro for FreeBSD that you can find at the following URL:
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            kandi-support Support

              antimicro has a medium active ecosystem.
              It has 1704 star(s) with 199 fork(s). There are 75 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 12 open issues and 383 have been closed. On average issues are closed in 2213 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of antimicro is 2.24-final

            kandi-Quality Quality

              antimicro has no bugs reported.

            kandi-Security Security

              antimicro has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              antimicro does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              antimicro releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of antimicro
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            antimicro Key Features

            No Key Features are available at this moment for antimicro.

            antimicro Examples and Code Snippets

            No Code Snippets are available at this moment for antimicro.

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:

            ...

            ANSWER

            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:

            Source https://stackoverflow.com/questions/71723584

            QUESTION

            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            I'm currently attempting to create a first-person space flight camera.

            First, allow me to define what I mean by that.

            Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.

            What I have so Far

            So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:

            ...

            ANSWER

            Answered 2022-Mar-02 at 23:15

            The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.

            The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).

            Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.

            It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.

            Source https://stackoverflow.com/questions/71328720

            QUESTION

            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:

            ...

            ANSWER

            Answered 2022-Feb-19 at 01:11

            • The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
            • If you change the code to AddChild(copynode).Duplicate(); you can see it adds all 5 invisible nodes.

            Source https://stackoverflow.com/questions/71180866

            QUESTION

            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.

            I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.

            ...

            ANSWER

            Answered 2022-Feb-13 at 13:14

            Don't #include "entity.h" from game.h and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.

            Example:

            Source https://stackoverflow.com/questions/71100649

            QUESTION

            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.

            ...

            ANSWER

            Answered 2022-Feb-10 at 07:54

            This is because of you are calling the spawn function from client. You should call it in server.

            Source https://stackoverflow.com/questions/71010816

            QUESTION

            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.

            Here is the enemy code:

            ...

            ANSWER

            Answered 2022-Feb-06 at 03:20

            On your _on_PlayerBullet_body_entered you a body that has a reference to whatever the Area2D collided with, you can use it to communicate with it.

            For example, you can call a method on it. Which could, of course could be queue_free:

            Source https://stackoverflow.com/questions/71003599

            QUESTION

            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!

            ...

            ANSWER

            Answered 2022-Jan-29 at 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:

            Source https://stackoverflow.com/questions/70903111

            QUESTION

            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:

            ...

            ANSWER

            Answered 2022-Jan-21 at 00:26

            YourGraphic.setScrollFactor(0,0);

            Source https://stackoverflow.com/questions/70794747

            QUESTION

            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.

            Is There Any Way To Make My Game Look Good Using In Ursana Engine?

            ...

            ANSWER

            Answered 2021-Dec-11 at 20:32

            You have to add lights and also apply lit_with_shadows_shader to entities that will receive shadow.

            See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight

            Source https://stackoverflow.com/questions/70139918

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install antimicro

            Source code archives and Windows binaries are available from the antimicro Releases section on GitHub:.
            This program is written in C++ using the Qt framework. A C++ compiler and a proper C++ build environment will need to be installed on your system prior to building this program. Under Debian and Debian-based distributions like Ubuntu, the easiest way to get a base build environment set up is to install the meta-package build-essential. The following packages are required to be installed on your system in order to build this program:.
            g++
            cmake
            libqt4-dev (Qt 4 support) or qttools5-dev and qttools5-dev-tools (Qt 5 support)
            libsdl2-dev (SDL 2) or libsdl1.2-dev (SDL 1.2)
            libxi-dev (optional. Needed to compile with X11 and uinput support)
            libxtst-dev (optional. Needed to compile with XTest support)
            libX11-dev (optional when compiled with Qt 5 support)
            Some additional steps are required in order to compile a 64 bit version of antimicro. The first step is to download a packaged version of Qt and MinGW compiled for 64 bit from the Qt-x64 project @ http://sourceforge.net/projects/qtx64/. You will have to manually create a new Kit in Qt Creator. In the main Qt Creator window, click the "Projects" button in the sidebar to bring up the "Build Settings" page for the project. Click on the "Manage Kits" button near the top of the page. Manually add the 64 bit compiled Qt version under "Qt Versions", add the 64 bit MinGW under "Compilers", and add the 64 bit gdb.exe under "Debuggers". After creating a new kit in Qt Creator, bring up the "Build Settings" page for the project. Hover over the currently selected kit name and click the arrow that appears, hover over "Change Kit" and select the proper 64 bit kit that you created earlier. Perform a clean on the project or delete the build directory that CMake is using. After that, choose the "Run CMake" option under the "Build" menu entry. The arguments that you pass to CMake will have to be changed. You will have to edit -DCMAKE_PREFIX_PATH=<Path to 64 bit MinGW Qt install> variable and have it point to the 64 bit compiled version Qt. Also, make sure to add -DTARGET_ARCH=x86_64 so that CMake will use the proper SDL libraries while building the program and copy the proper Qt and SDL DLLs if you perform an install_dlls.
            Some additional steps are required in order to compile a 64 bit version of antimicro. The first step is to download a packaged version of Qt and MinGW compiled for 64 bit from the Qt-x64 project @ http://sourceforge.net/projects/qtx64/.
            You will have to manually create a new Kit in Qt Creator. In the main Qt Creator window, click the "Projects" button in the sidebar to bring up the "Build Settings" page for the project. Click on the "Manage Kits" button near the top of the page. Manually add the 64 bit compiled Qt version under "Qt Versions", add the 64 bit MinGW under "Compilers", and add the 64 bit gdb.exe under "Debuggers".
            After creating a new kit in Qt Creator, bring up the "Build Settings" page for the project. Hover over the currently selected kit name and click the arrow that appears, hover over "Change Kit" and select the proper 64 bit kit that you created earlier.
            Perform a clean on the project or delete the build directory that CMake is using. After that, choose the "Run CMake" option under the "Build" menu entry. The arguments that you pass to CMake will have to be changed. You will have to edit -DCMAKE_PREFIX_PATH=<Path to 64 bit MinGW Qt install> variable and have it point to the 64 bit compiled version Qt. Also, make sure to add -DTARGET_ARCH=x86_64 so that CMake will use the proper SDL libraries while building the program and copy the proper Qt and SDL DLLs if you perform an install_dlls.

            Support

            In order to obtain support, you can post an issue on the antimicro GitHub page or you can email me at jeff@jsbackus.com. Please include antimicro somewhere in the subject line of the email message or it might be skipped.
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            https://github.com/AntiMicro/antimicro.git

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            gh repo clone AntiMicro/antimicro

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            git@github.com:AntiMicro/antimicro.git

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