GameEngine | Boostraps serveral C libraries the Bablawn | Cloud library

 by   Bablawn3d5 C++ Version: 0.2.0 License: Non-SPDX

kandi X-RAY | GameEngine Summary

kandi X-RAY | GameEngine Summary

GameEngine is a C++ library typically used in Cloud applications. GameEngine has no bugs, it has no vulnerabilities and it has low support. However GameEngine has a Non-SPDX License. You can download it from GitHub.

Boostraps serveral C++ libraries the Bablawn uses into a covinent "engine". Build is quite bulky, as we intend to keep all major package requirements part of the repo for easy setup.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              GameEngine has a low active ecosystem.
              It has 9 star(s) with 1 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              GameEngine has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of GameEngine is 0.2.0

            kandi-Quality Quality

              GameEngine has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              GameEngine has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              GameEngine releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of GameEngine
            Get all kandi verified functions for this library.

            GameEngine Key Features

            No Key Features are available at this moment for GameEngine.

            GameEngine Examples and Code Snippets

            copy iconCopy
              Body b{10,10};
              Json::Value v = Serializable::toJSON(b);
              // Will output {"position" : [10,10]}
              std::cout << v;
            
              Json::Value v;
              std::stringstream s;
              s << "{\"position\":[10,-10]}";
              s >> v;
            
              // Body will be initalized  
            copy iconCopy
            cd Build
            cmake -DCMAKE_INSTALL_PREFIX=`pwd`/package
            cmake ..
            
            # This will create a GameEngine---.zip and .tar file
            # under /package
            cpack
              
            Bablawn3d5 GameEngine - A bootstrap project for quick C++/Python Jams,Building
            C++dot img3Lines of Code : 5dot img3License : Non-SPDX (NOASSERTION)
            copy iconCopy
            git clone https://github.com/Bablawn3d5/GameEngine.git
            git submodule update --init --recursive
            mkdir Build && cd Build
            cmake ..
            make
              

            Community Discussions

            QUESTION

            Identical java functions one errors
            Asked 2021-Jun-01 at 01:18

            Photo of almost identical functions

            I am trying to create a separate function for creating a random 2d array map, but I don't understand why GameEngine is able to compile but Engine throws errors when they're identical apart from their names. Engine needs void because it does not return anything, but why does this not apply to GameEngine when it clearly returns nothing aswell?

            ...

            ANSWER

            Answered 2021-Jun-01 at 01:18

            I would assume GameEngine is a java constructor (is your class name GameEngine?); methods other than constructors will need a return type.

            Source https://stackoverflow.com/questions/67781668

            QUESTION

            Method is not changing outer variable C#
            Asked 2021-May-25 at 12:34

            I want to change a outer variable (var1) inside a method to be able to use a getter to return it's value. But somehow var1 is only changed within the function and not global. How do I change the value of var1 inside of a method globally?

            The code is really simple:

            ...

            ANSWER

            Answered 2021-May-25 at 12:34

            If you expect output of a bullet instance to be 5, then you need to call Update() on the playerdata instance first:

            Source https://stackoverflow.com/questions/67687472

            QUESTION

            AppStorage 2 times makes navigationlinks exit upon single taps/swipes
            Asked 2021-May-16 at 17:46

            When using AppStorage for a global variable, navigationlinks are exited with simple swipe/tap gestures if AppStorage is used 2 times.

            When I press one of two buttons to go into one of the two navigationlinks, once inside the NavigationLink, any single tap/swipe immediately exits the NavigationLink.

            All I am trying to do is make sure that I can access the global variable "quarters" everywhere in my app - the main screen, the first NavigationLink that gives me quarters, and the second NavigationLink where I use my quarters.

            This issue only began when I started using the below two lines of code for the global variable "quarters".

            I am also open to any other ways to have a global variable "quarters". This one was suggested in a different question I asked and seems to work really well and easily and simply ... except for this issue.

            The code causing the behavior:

            ...

            ANSWER

            Answered 2021-May-16 at 14:52

            The issue comes from the fact that you call @AppStorage in the ContentView, and by using them in Menu1 and Menu2, a pop navigation to the root view is triggered when the value is updated. I don't know if it is a bug from Apple or if it is an expected behavior, but I suggest you to fill a bug report in the FeedbackAssistant.app to let Apple engineers know about it.

            To fix your issue, I have created a view model that you will pass between your views and read a new value result at startup to retrieve the saved @AppStorage value. I added a method to upgrade result on the button tap, and then save the new value to @AppStorage. By doing so, the NavigationLink behavior you expect is fixed.

            This is the new view model that will handle the logic between views and keep track of the quarters result:

            Source https://stackoverflow.com/questions/67556849

            QUESTION

            JPanel drawing is slowed down after several instances are painted
            Asked 2021-Apr-13 at 15:48

            I'm building a game and I'm painting the road sprites with the JPanel's draw function. The roads (Building class) can be built by dragging the mouse and on each field a new road sprite appeares. But after I've drawn like 20 road sprites, the drawing gets really slow.

            I have a frame and there is this JPanel on it. Here is the code of the JPanel on which my game drawing is:

            ...

            ANSWER

            Answered 2021-Apr-13 at 15:48

            Why is my game getting slower after several buildings,

            Source https://stackoverflow.com/questions/67078049

            QUESTION

            Why does a "child" object destructor execute after the "parent" object destructor?
            Asked 2021-Apr-03 at 23:57

            I have a class (the "parent") which has as a member another class (the "child"):

            ...

            ANSWER

            Answered 2021-Apr-03 at 23:57

            (I'm going to avoid using "parent" and "child" since those terms typically refer to classes that are related by inheritance, not by composition.)

            Destroying a C++ object involves executing its destructor's body and additional destruction work that is automatically generated by the compiler, such as destroying member objects and invoking base class destructors.

            That additional work must happen after the the destructor's body is invoked. If it instead happened before, the containing object's destructor would not be able to do anything with its members, which in most cases would make the destructor useless.

            Source https://stackoverflow.com/questions/66935052

            QUESTION

            vkGetPhysicalDeviceSurfaceCapabilitiesKHR not returning
            Asked 2021-Mar-01 at 18:02

            I'm trying to implement Vulkan to my game but I'm stuck at vkGetPhysicalDeviceSurfaceCapabilitiesKHR because the function not returning it just crash inside function.

            I'm sure both VkPhysicalDevice and VkSurfaceKHR are initialized as they are used in other that works as expected.

            I'm running Linux on X11 and I've an Intel chip and discrete Nvidia card. the function works fine when it getting surfaceCapabilities from Intel device but it crashes when it's Nvidia device.

            Furthermore the function not returning any error, it even not returning zero.

            EDIT

            There is also no validation error.

            Here a sample that illustrate the porblem :

            ...

            ANSWER

            Answered 2021-Mar-01 at 18:02

            Ok my problem is solved, it was related to my setup. I'm running a linux laptop and the support for hybrid graphics is poor. But my program is working !!

            Source https://stackoverflow.com/questions/66400244

            QUESTION

            Is it okay to have a SDL_Surface and SDL_Texture for each sprite?
            Asked 2021-Feb-20 at 23:54

            I'm trying to build a gameengine in SDL2 with cpp. I have a class called 'entity' which has some data for movement and also some pointers to a surface and a texture. A function "render" is called inmass to render each sprite based on the g_entities vector.

            ...

            ANSWER

            Answered 2021-Feb-20 at 23:54

            Yes but actually, no. If the same sprite will be used many times without modification, its most efficient for those objects to have pointers to the same SDL_Texture. Additionally, the image can be freed after the texture is generated. Furthermore, loading these in the constructor may be a bad idea since objects made on-the-fly will require disk-reading.

            I set up a system where entities are given another variable on construction, and if it is positive, the entity will check and see if any other entity used the same file for it's sprite, and if so, just use that same reference.

            That means that objects like bullets that are spawned and destroyed can be handled efficiently by spawning a single bullet in the level.

            https://www.reddit.com/r/sdl/comments/lo24vt/is_it_okay_to_have_a_sdl_surface_and_sdl_texture/

            Source https://stackoverflow.com/questions/66267674

            QUESTION

            Updating multiple UI Elements inside Timer.scheduledTimer doesn't work
            Asked 2020-Dec-26 at 10:37

            I am trying to make an image "move down" every second while also showing a time counter. I have a scheduledTimer where I change the image's Y center and update the timer. The timer label updates but the image does not move. Strangely I can get the image to move down if I comment the line where I update the timer's UILabel. So apparently I can't update both.

            I have tried adding the Timer to RunLoop, using a DispatchQueue and creating a Timer that takes a selector but nothing works.

            ...

            ANSWER

            Answered 2020-Dec-26 at 10:37

            There are 2 issues:

            1. Instead timerLabel.tintColor = .white you need to use timerLabel.textColor = .white

            2.To move starImage you need update constraint:

            Source https://stackoverflow.com/questions/65455121

            QUESTION

            LWJGL OpenGL Uniforms aren't being set
            Asked 2020-Dec-18 at 21:41

            Right now I'm on the simple step of rendering objects. I am following the gitbook here, and although I have pretty much the same setup, I get nothing on the screen.

            I have tried:

            • Double checking my view matrix math (which was actually wrong, but was fixed)
            • Tried rendering without the use of shaders (which worked fine)
            • Tried rendering with shaders, but without uniforms (works fine)

            But as soon as I use the uniform, I get nothing on the screen, besides my clear color. Any help with how to get these wack uniforms working would be greatly appreciated. Thanks!

            My code for my Application Window class:

            ...

            ANSWER

            Answered 2020-Dec-18 at 21:41

            The geometry (triangle) is clipped by the near plane of the Perspective Projection. With Perspective Projection the viewing volume is a Frustum. Any geometries that are not in the viewing volume and not between the near and far planes are clipped.

            Your geometry (triangle) is drawn at (z=0.0). The near pane is 0.001 and the dat plane is 1000. Therefor the geometry is clipped. Shift the geometry along the negative z-axis:

            Source https://stackoverflow.com/questions/65363749

            QUESTION

            Lance-gg game socket.io failed to load resource on digital ocean
            Asked 2020-Dec-01 at 12:25

            My lance-gg game works on localhost, but now that I have tried to deploy on digital ocean the site seems to be hosting but I can't connect the socket.io. The error in the client browser is:

            [Error] Failed to load resource: The request timed out. (socket.io, line 0) http://144.126.196.39:3001/socket.io/?EIO=3&transport=polling&t=NOU8Lc-

            The server code is:

            ...

            ANSWER

            Answered 2020-Dec-01 at 12:25

            Nevermind, solved my problem which was in the client code. On the cloud environment obviously, I don't need to specify the port 3001 like I do on localhost.

            Source https://stackoverflow.com/questions/65090174

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

            Vulnerabilities

            No vulnerabilities reported

            Install GameEngine

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/Bablawn3d5/GameEngine.git

          • CLI

            gh repo clone Bablawn3d5/GameEngine

          • sshUrl

            git@github.com:Bablawn3d5/GameEngine.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Cloud Libraries

            Try Top Libraries by Bablawn3d5

            LD38

            by Bablawn3d5JavaScript