ArxLibertatis | platform port of Arx Fatalis | Game Engine library

 by   arx C++ Version: 1.2.1 License: GPL-3.0

kandi X-RAY | ArxLibertatis Summary

kandi X-RAY | ArxLibertatis Summary

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

Cross-platform port of Arx Fatalis, a first-person role-playing game. Arx Libertatis is based on the publicly released Arx Fatalis source code. The source code is available under the GPLv3+ license with some additional terms - see the COPYING and LICENSE files for details.
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              ArxLibertatis has a medium active ecosystem.
              It has 793 star(s) with 114 fork(s). There are 64 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              ArxLibertatis has no issues reported. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ArxLibertatis is 1.2.1

            kandi-Quality Quality

              ArxLibertatis has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              ArxLibertatis is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

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

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            ArxLibertatis Key Features

            No Key Features are available at this moment for ArxLibertatis.

            ArxLibertatis Examples and Code Snippets

            No Code Snippets are available at this moment for ArxLibertatis.

            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 ArxLibertatis

            Building checkouts from git on their own requires additional dependencies:. These are needed to render and scale the SVG icons, which currently only render correctly in Inkscape. Release and development snapshot source tarballs include pre-built icon files and do not need these dependencies to build. To avoid the Inkscape (as well as ImageMagick and OptiPNG) dependency for git builds, pre-built icons can be downloaded from https://arx-libertatis.org/files/data/ or the ArxLibertatisData repository. The required data version is listed in the VERSION file. Place arx-libertatis-data-$version directory into the build directory or tell the build system about it's location using the DATA_FILES CMake variable (-DDATA_FILES=… on the command-line). Alternatively, icons can be disabled by setting the ICON_TYPE CMake variable to none. See OPTIONS.md for other supported icon type values.
            Inkscape
            ImageMagick
            OptiPNG
            The default build settings are tuned for users - if you plan to make changes to Arx Libertatis you should append the -DDEVELOPER=1 option to the cmake command to enable tests, debug checks and fast incremental builds.
            Set options by passing -D<option>=<value> to cmake. Backends that are not available are disabled by default. The cmake run should display a summary of the enabled backends at the end. Advanced options not listed here are documented in OPTIONS.md.
            BUILD_TOOLS (default: ON): Build tools
            BUILD_TOOLS_MERGED (default: ON): Merge tools into a single binary
            BUILD_IO_LIBRARY (default: ON): Build helper library for the Blender plugin
            BUILD_CRASHHANDLER (default: ON): Enable the built-in crash handler (default OFF for macOS)
            BUILD_CRASHREPORTER (default: ON): Build the Qt crash reporter gui - requires BUILD_CRASHHANDLER (default OFF for macOS)
            BUILD_PROFILER (default: OFF¹): Build the profiler GUI
            BUILD_TESTS (default: OFF²): Build tests that can be run using make check
            BUILD_ALL (default: OFF): Enable all the BUILD_* options above by default - they can still be disabled individually
            UNITY_BUILD (default: ON): Unity build (faster build, better optimizations but no incremental build)
            CMAKE_BUILD_TYPE (default: Release): Set to Debug for debug binaries
            DEBUG (default: OFF³): Enable debug output and runtime checks
            DEBUG_GL (default: OFF⁴): Enable OpenGL debug output by default
            DEBUG_EXTRA (default: OFF): Expensive debug options
            RUN_TESTS (default: OFF⁵): Automatically run tests
            RUN_TARGET (default: (none): Wrapper to run binaries produced in the build process
            DEVELOPER (default: OFF): Enable build options suitable for developers⁶
            BUILD_PROFILER_INSTRUMENT (default: OFF): Add profiling instructions to the main arx binary
            Enabled automatically if BUILD_ALL or BUILD_PROFILER_INSTRUMENT is enabled
            Enabled automatically if BUILD_ALL or DEVELOPER is enabled
            Enabled automatically if CMAKE_BUILD_TYPE is set to Debug or if DEVELOPER is enabled.
            Enabled automatically if DEBUG is enabled. If disabled, OpenGL debug output can be enabled at run-time using the --debug-gl command-line option.
            Enabled automatically if DEVELOPER is enabled unless cross-compiling without RUN_TARGET set
            Currently this disables UNITY_BUILD and enables DEBUG, BUILD_TESTS, RUN_TESTS and FASTLINK for faster incremental builds and improved debug checks, unless those options have been explicitly specified by the user.
            CMAKE_INSTALL_PREFIX (default: /usr/local on UNIX and C:/Program Files on Windows): Where to install Arx Libertatis

            Support

            IRC: #arxfatalis on irc.freenode.net.
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            https://github.com/arx/ArxLibertatis.git

          • CLI

            gh repo clone arx/ArxLibertatis

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            git@github.com:arx/ArxLibertatis.git

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