GameKit | C tools for gamedev based on SDL2 and OpenGL | Game Engine library
kandi X-RAY | GameKit Summary
kandi X-RAY | GameKit Summary
GameKit is a library I made to avoid duplicating code in my projets. It's a small game engine built on top of SDL2 and OpenGL.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of GameKit
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Trending Discussions on GameKit
QUESTION
I want to get a value from an API. However I am unable to tell Python what I want to do.
This is my current code:
...ANSWER
Answered 2020-Dec-21 at 02:02You have a list of dict in your first example. So first you need to select which dict you want. For instance, if your query is called 'json_list'
QUESTION
ANSWER
Answered 2020-Oct-30 at 03:44I don't understand why this works (I suspect this has something to do with gamma correction), but here is a workaround:
Convert the SKTexture to an UIImage, then assign the UIimage to the material's diffuse contents. This shows correct colours.
QUESTION
Xcode 11-12, MacOS Catalina, Swift 5 project...
This code is produced "Context leak detected, msgtracer returned -1" error:
...ANSWER
Answered 2020-Oct-09 at 17:36Yeahh, of course I tried
QUESTION
I'm try to use Firebase with Xcode 12, but I'm facing this warning after install and run the project.
'generateIdentityVerificationSignatureWithCompletionHandler:' is deprecated: first deprecated in iOS 13.5 - API deprecated. Use fetchItemsForIdentityVerificationSignature: and the teamPlayerID value to verify a user identity.
any idea how I can fix this issue?
here the code:
...ANSWER
Answered 2020-Sep-18 at 18:10I am currently also in the middle of a project that uses firebase and use similar code. Since swift 5.3 just released it will take sometime for the API's to be update as well. If your project runs as expected don't worry about a warning since your code will still compile and hopefully run. You can check for updates to the API here https://firebase.google.com/support/release-notes/ios, and once its updated run "pod update" in the terminal(just like when you installed them) and it will resolve the issue. This is an issue that happened when swift is updated.
QUESTION
Something is preventing my game from connecting to a server, and it fails to get approved the Appstore Review Team.
The game was released on GooglePlay and successfully works from all Android devices, even from Linux and Windows. IPv6 networks are working too. The game is using NetworkTransport, which works in my case on Sockets (not Websockets)
I've successfully tested, connected and played the game on:
- my developer iPhone 5 (iOS 12.4.6) on IPv4 network in United Kingdom (I don't have IPv6 operator)
- Xiaomi Redmi Note (Android 10) on IPv4 and IPv6 network in Moscow, Russia.
- PC (Ubuntu 20.04) on IPv4 and IPv6 network
- PC (Windows 8) on IPv4 and IPv6 network in Moscow, Russia.
- PC (Windows 10) on IPv4 in United Kingdom
I have 3 VPS servers:
- Russia, Moscow - IPv4 and IPv6 (listening to port 17777)
- Germany, Frankfurt - IPv4 and IPv6 (listening to port 17777)
- USA, New York - IPv4 and IP6 (listening to port 17777)
Client uses some random port, assigned by OS.
The game is made to always connect to the servers that have static IP addresses, it's not using peer-to-peer and the client always initiates connection, not server (...so NAT shouldn't be an issue)
Connection happens directly by IP address, not by DNS request. There are no SSL certificates involved, no encryption. Ping works properly from my office desktop towards all servers (both IPv4 and IPv6 ping).
If there is no internet connection, the game is coded to throw a popup and pause. But when AppStore Review Team launches the game, it somehow thinks that there is internet connection. Yet when it tries to establish connection, both IPv4 and IPv6 networks simply timeout.
Maybe, when compiling the project on XCode, I missed some build options? Maybe there is some permission / "capability" I need to add?
How can it seems work everywhere, but not in AppStore Review Team headquarters?
I even added NSAllowArbitraryLoads key to the .plist file, yet it seems AppStore iPads can't talk to my server. They are running on iOS 13.5.1 on Wi-Fi.
here is my plist:
...ANSWER
Answered 2020-Jun-23 at 13:07Turned out it's a bug with Unity, that started to appear in March 2020.
LLAPI NetworkTransport was not working for many users. The solution was to use TCP sockets, I used the Telepathy Library, and the app got accepted :) It works just as fast as the NetworkTransport did.
See this discussion and Telepathy
Just make sure your app and server support IPv6 as well as IPv4 and works with NAT.
QUESTION
I am somehow experiencing a EXC_BAD_ACCESS error when trying to dynamically allocate a c++ class object at runtime using the new
keyword on a .mm
file with the compiler set to objective-c++. Any help or direction with this would be greatly appreciated! I had zero problems when I ran this game in its native c++ project file.
ANSWER
Answered 2020-Jun-11 at 09:10You haven't provided the declaration for cards
and the limit constants, but this loop looks very fishy to me:
QUESTION
This is a follow up to my previous question here however this question should be able to stand alone. I get the following error when I try to import tensorflow while there exists a file containing from tensorflow import keras
.
ANSWER
Answered 2020-Jun-07 at 08:59Allright so this is a bug. I reproduced your issue using the python
docker
container, only installing the latest tensorflow
. What fixed it, was renaming code.py
to test.py
(or anything else for that matter). This means this this is for sure a tensorflow
issue. During import tensorflow
, python
will for some reason also import your code.py
. Will you file an issue or should I?
QUESTION
I am having trouble finding information in the standard GameKit
documentation on how does a player advertise that they want to join some match? There is documentation on how to create a match and invite waiting players, but I can't decipher how does a player advertise to join a match and become this "waiting" player?
Here is a link to Apple's documentation https://developer.apple.com/library/archive/documentation/NetworkingInternet/Conceptual/GameKit_Guide/MatchmakingwithGameCenter/MatchmakingwithGameCenter.html
...ANSWER
Answered 2020-Apr-17 at 18:08I believe that providing an invitation handler
is the answer:
https://developer.apple.com/documentation/gamekit/gkmatchmaker
QUESTION
I currently have a struct in which my ViewController references to return a random value from a group of arrays (aList, bList, cList, & dList). I ideally would like to be have aList always enabled while being able to toggle bList, cList, & dList on/off.
I have all this in a struct (shown below) but I'm very new to Swift and am learning that structs are "value types" while the ViewController is a "reference type" and apparently UI objects can only be referenced from reference types?
...ANSWER
Answered 2020-Apr-12 at 16:34As long as you have a single instance of PromptProvider
you can make changes to that instance at will. If you need multiple references to a PromptProvider
then you will need to make PromptProvider
a class.
I mentioned that you had a bug in your restart
method. You were appending data to your aList
array without clearing out the previous appended data. What you need is a master list to contain your aList
as well as the contents of your other lists so you can reset it as needed.
If I were you, I'd implement your PromptProvider
struct like this:
QUESTION
I'm trying to receive messages in GameKit. The part of receiving the messages works well, but I can not figure out how to decode the data properly.
...ANSWER
Answered 2020-Mar-31 at 18:06I might try something like this:
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