GameEngine | Boostraps serveral C libraries the Bablawn | Cloud library
kandi X-RAY | GameEngine Summary
kandi X-RAY | GameEngine Summary
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.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of GameEngine
GameEngine Key Features
GameEngine Examples and Code Snippets
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
cd Build
cmake -DCMAKE_INSTALL_PREFIX=`pwd`/package
cmake ..
# This will create a GameEngine---.zip and .tar file
# under /package
cpack
git clone https://github.com/Bablawn3d5/GameEngine.git
git submodule update --init --recursive
mkdir Build && cd Build
cmake ..
make
Community Discussions
Trending Discussions on GameEngine
QUESTION
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 01:18I would assume GameEngine is a java constructor (is your class name GameEngine?); methods other than constructors will need a return type.
QUESTION
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 12:34If you expect output
of a bullet
instance to be 5, then you need to call Update()
on the playerdata
instance first:
QUESTION
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 14:52The 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:
QUESTION
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 15:48Why is my game getting slower after several buildings,
QUESTION
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.
QUESTION
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.
EDITThere is also no validation error.
Here a sample that illustrate the porblem :
...ANSWER
Answered 2021-Mar-01 at 18:02Ok 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 !!
QUESTION
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 23:54Yes 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/
QUESTION
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 10:37There are 2 issues:
- Instead timerLabel.tintColor = .white you need to use timerLabel.textColor = .white
2.To move starImage you need update constraint:
QUESTION
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 21:41The 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:
QUESTION
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 12:25Nevermind, 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.
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