redflash | based GPU renderer based on Path Tracing | GPU library
kandi X-RAY | redflash Summary
kandi X-RAY | redflash Summary
Redflash is a physics-based GPU renderer based on Path Tracing implemented in NVIDIA OptiX 6.0, which can consistently draw scenes with mixed Polygons and Raymarching. Redflash は NVIDIA OptiX 6.0 上で実装したパストレーシングによる物理ベースのGPUレンダラーで、ポリゴンと レイマーチング が混在したシーンを一貫して描画できます。.
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QUESTION
I'm working on a simon-says game as my first React Native app.
The idea is to show the player the sequence according to the round we're in, then let the player press a button, check if that button matches the given seq, if so then let the user press again, calling the function check again. if he did ok in the end of the round then I increase round etc, and then show the sequence again. If the player fails the game will stop until the user press start again.
I don't know how to set a loop that will enable the player to press the buttons untill round is over, because this function is called only on press, so I have no idea how to control it.
The idea is to show the player the sequence according to the round we're in, then let the player press a button, check if that button matches the given seq, then let the user press again, calling the function check again. if he did ok, then I increase round etc, and then show the sequence again.
all this should loop from round 1 to seq.length.
any ideas? my code below. thanks!
...ANSWER
Answered 2020-Jan-20 at 04:54Instead using canPress
state, you should set a count
state, every time the button is clicked, increase count
with 1, and use count
to compare with seq.length
, and then pass the result to the disabled
property, like this
.
You can check the demo on Codesandbox.
Also maybe This one can give you some ideas about loop functions as a component child. https://reactjs.org/docs/jsx-in-depth.html
The code below is from React DocsQUESTION
In short: I'm implementing Simon-Says game app in React Native. (user sees a sequence of flashing buttons, needs to press the buttons in the correct order).
I want to know how to use 2 different states in TouchableOpacity, one of them as a condition to press the button, one for changing the style of the button, and also being notified for this specific press.
So,
I'm having a problem to implement the playerTurn(), because I'm not sure how to pass the canPress state to the TouchableOpacity button, considering I'm passing style state that changes in compTurn() (function that shows a sequence of flashing buttons - then computer turn's over) In the player turn, things I need to consider:
- after the state canPress changes, the user will be allowed to press on the buttons
- user presses one of the 4 buttons
- the method playerTurn() will be notified which button did the player pressed. (I'm asking how can I get that notification from the button to the method?) after that, I can push it's choice to the playerSeq array (if pressed green - pushes 1, etc) and call function that changes the style state (greenFlash for example)
code in short :
...ANSWER
Answered 2020-Jan-19 at 07:52Looks like you want to enable clicking on the buttons if state.canPress = true
right? Then upon clicking, you wish to notify by calling playerTurn()
?
- You can do something like this for e.g your green button.
QUESTION
In short: why in setInterval, updating a variable that should be updated once, it updates twice?
...ANSWER
Answered 2020-Jan-18 at 20:30The initial flash value is 0, so the function is called when the flash value is 0 and 1. That's the problem. If you want flash value to be 1, you should return after clearInterval(intervalId);
In case of this.flash
is 1, it clearInterval and run the following script and it, so it becomes 2.
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