dmd-extensions | A toolbox for virtual pinball dot matrix displays | Game Engine library

 by   freezy C# Version: v2.2.0-BETA1 License: GPL-2.0

kandi X-RAY | dmd-extensions Summary

kandi X-RAY | dmd-extensions Summary

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

Real DMDs for virtual pinball cabinets are pretty cool but they need to be supported by the software running the games. This is an attempt to fill some gaps.
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            kandi-support Support

              dmd-extensions has a low active ecosystem.
              It has 98 star(s) with 46 fork(s). There are 23 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 36 open issues and 252 have been closed. On average issues are closed in 254 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of dmd-extensions is v2.2.0-BETA1

            kandi-Quality Quality

              dmd-extensions has 0 bugs and 0 code smells.

            kandi-Security Security

              dmd-extensions has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              dmd-extensions code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              dmd-extensions 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

              dmd-extensions releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              dmd-extensions saves you 2441 person hours of effort in developing the same functionality from scratch.
              It has 5317 lines of code, 0 functions and 170 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of dmd-extensions
            Get all kandi verified functions for this library.

            dmd-extensions Key Features

            No Key Features are available at this moment for dmd-extensions.

            dmd-extensions Examples and Code Snippets

            DMD Extensions,Configuration,Output Configuration
            C#dot img1Lines of Code : 7dot img1License : Strong Copyleft (GPL-2.0)
            copy iconCopy
            [baywatch]
            pindmd2 enabled = false
            virtualdmd enabled = true
            virtualdmd left = 2500
            virtualdmd top = 800
            virtualdmd width = 1024
            virtualdmd height = 256
              
            DMD Extensions,Configuration,Command Line Configuration
            C#dot img2Lines of Code : 4dot img2License : Strong Copyleft (GPL-2.0)
            copy iconCopy
            dmdext --help
            dmdext mirror --help
            dmdext play --help
            dmdext test --help
              
            DMD Extensions,Reporting Bugs
            C#dot img3Lines of Code : 2dot img3License : Strong Copyleft (GPL-2.0)
            copy iconCopy
              

            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 dmd-extensions

            Download the installer and run it. A few notes:.
            The installer will overwrite any existing dmddevice.dll in your VPM folder if you choose to install it (existing INI files are untouched).
            If you're on Windows x64, you probably want to install both 32 and 64-bit versions. They can live happily next to each other.
            The reason for installing both versions is that your VPM is probably 32-bit, so you'll need the 32-bit DmdDevice.dll and if you're using dmdext.exe with the 64-bit version of Pro Pinball, it will only work with the 64-bit version.
            However, if you don't have Pro Pinball, just 32-bit will do fine, and if don't use VPM then just 64-bit will do fine as well. And if you're on a 32-bit Windows, then just take the 32-bit version.
            The installer will add the install folder of dmdext.exe to the PATH environment variable, but only if the platform is the same: DMD Extensions (64-bit) on Windows x64 is added to PATH DMD Extensions (32-bit) on Windows 32-bit is added to PATH All other combinations aren't added to PATH
            The installer will set the DMDDEVICE_CONFIG environment variable to the location of your DmdDevice.ini. That means from wherever you launch DmdDevice.dll (or run dmdext.exe with --use-ini), the same DmdDevice.ini will be used.
            During installation, when a feature is deactivated, that means the installer couldn't find the host program. For VPM that means that you haven't registered VPinMAME.dll. For Pro Pinball it means it's not installed via Steam, and you'll need to select its installation folder manually.
            If you want to build the installer, you'll need the WiX Toolset and its Visual Studio Extension.
            Download and install Visual Studio 2019
            The unmanaged exports library needs MS Build tools, which come with .NET 3.5. Install Instructions
            Optional: If you want DmdDevice.dll copied to your VPM folder after build, point the VPM_HOME environment variable to your VPM installation folder.
            Clone the repo: git clone https://github.com/freezy/dmd-extensions.git
            Open the .sln file in Visual Studio and build the solution.
            If you want to use DMD Extensions with VisualPinMAME:. You can also set this as the default by selecting Default Options in the VPM setup, however note that games that you've already configured won't be affected.
            Download the .zip archive, copy its content to your hard drive, preferable in your PATH, and unblock the .exe file (right-click, properties, unblock).
            Download and install the Visual C++ Redistributables for Visual Studio 2017.
            If you haven't already, download and install the .NET Framework 4.5.2.
            Copy DmdDevice.dll, DmdDevice.ini and DmdDevice.log.config into your VPM folder (usually at Visual Pinball\VPinMAME).
            Run the VPM setup
            Click on Test, select the game and click on Game Options.
            Enable Use External DMD and optionally disable Show DMD.
            After cloning the repo, you'll need to restore the DllExport dependency. There is a script that does it for you. Go into the cloned repo and run:. Then there is an issue with Fody third party addin that may give you an error ith the $(IntermediateOutputPath). If this occurs, simply close Visual Studio and re-launch the DMD Extensions project and the issue will go away.

            Support

            PinDMD v3, full RGB supportPinDMD v2, 4 bit (16 shades) supportPinDMD v1, 2 bit (4 shades) supportPIN2DMD, full RGB supportPixelcade, full RGB supportVirtual DMD on a computer monitor, renders nice dots and is useful for debugging.Alphanumeric Virtual, a high-resolution virtual segmented display for pre-DMD area games.Network, use dmdext to send and receive data through the network.You can also stream the DMD to a browser in your LAN, because, why not!
            Find more information at:

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            gh repo clone freezy/dmd-extensions

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