TA3D | Portable remake of Total Annihilation | Game Engine library

 by   zuzuf C Version: Current License: GPL-2.0

kandi X-RAY | TA3D Summary

kandi X-RAY | TA3D Summary

TA3D is a C library typically used in Gaming, Game Engine applications. TA3D has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

this software is under gpl (see copying). ta3d is a "clone" of total annihilation but in real 3d using opengl. it is not finished yet, but it has some features from the original game: _support for "weapons" _allow moving of units _allow building _units are animated with scripts from the original game(stable but not finished) _full loading support of maps from original game, with perspective correction system _shadows of units and buildings (using shadow volume) _automatic loading of detected units (in ta3d's directory) _particle engine _user interface on the model of ta's one (not finished) _mouse commands on the rendered terrain _run under linux (developped under linux) _run under windows _enhanced explosion effects _campaign mode _... and additionnal features: _water effect for oceans, lakes and rivers, and lava effect _a console that can affect the game (killing units, ...). work in progress: _a.i. (it should be able to learn when finished). planed but not sure: _a random map generator _a new map format, with more details _a system to make the terrain destructible. nb: ta3d requires qt5, sdl,sdl_mixer and sdl_net 1.2, glew and zlib. ce logiciel est distribuã sous licence
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            kandi-support Support

              TA3D has a low active ecosystem.
              It has 34 star(s) with 6 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 8 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of TA3D is current.

            kandi-Quality Quality

              TA3D has no bugs reported.

            kandi-Security Security

              TA3D has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              TA3D is licensed under the GPL-2.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              TA3D releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

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            TA3D Key Features

            No Key Features are available at this moment for TA3D.

            TA3D Examples and Code Snippets

            No Code Snippets are available at this moment for TA3D.

            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 TA3D

            For details about compiling the code see INSTALL. TA3D needs TA ressource files to work, if you have the first TA CD you can extract totala1.hpi and totala2.hpi with this command: ./install_sh. which in fact will run "./ta3d install". then follow on screen instructions. If you don't have the first TA CD, you can get .hpi/.ufo files which contain maps/units/weapons/... from a mod or the demo. Pour les détails concernant la compilation du code voir INSTALL. TA3D nécessite les fichiers ressources de TA pour fonctionner, si vous avez le premier CD de TA vous pouvez extraire totala1.hpi et totala2.hpi avec cette commande: ./install_sh. qui lancera en fait "./ta3d install". puis suivez les instructions à l'écran. Si vous n'avez pas le premier CD de TA, vous pouvez obtenir des fichiers de ressources .hpi/.ufo contenant cartes/unités/armes/... depuis un mod ou la démo. to launch TA3D just type ./ta3d , it will launch the menu allowing you to launch a game and select a map. console can be enabled with ")".("²" under windows). this software is still in development and authors cannot be held responsible for any consequence of this software on your life, your computer, your dog, ...

            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 .
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            https://github.com/zuzuf/TA3D.git

          • CLI

            gh repo clone zuzuf/TA3D

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            git@github.com:zuzuf/TA3D.git

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