FirstPerson | 3D OpenGL test game for first person camera movement | Game Engine library
kandi X-RAY | FirstPerson Summary
kandi X-RAY | FirstPerson Summary
A useless game, just for the purpose of practicing and showing off my OpenGL and 3D skills. You will need [OpenTK] to run this. As of now, it probably will only work on Windows. Perhaps in the future, I might even continue this project and make it a REAL game, as I do have a small idea for one. Who knows?.
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QUESTION
I am currently following a tutorial on YouTube to make a FirstPerson Movement and get this error in Unity: Assets\Scripts\PlayerMovment\PlayerMovment.cs(13,5): error CS0246: The type or namespace name ’Vectore3' could not be found (are you missing a using directive or an assembly reference?). Can someone help me? Here’s the code:
...ANSWER
Answered 2022-Jan-07 at 14:20I believe this is down to a typo. Vectore3
should read Vector3
.
QUESTION
In my example, I am creating a class Person and setting a default value for the member "Name". I have a constructor, and a function called sayHi(). Whenever I try to call that function I get an error:
...ANSWER
Answered 2021-May-17 at 16:27The correct property name on metatables is __index
(two leading underscores). You're assigning to _index
(one leading underscore).
QUESTION
Forgive the elementary question, I am learning Java still so need some advice on best practice here. I have a valid scenario where I wish to share the same object between two distinct Test classes using JUnit or TestNG. I understand that tests/test classes should not usually share state but this is a long-running journey.
I understand the JVM executes for both frameworks in this order:
- @BeforeClass
- Construcor call
- @Before
- @Test
Given I have an Person class with one field name
and one getter & setter for same and I instantiate an instance of it in one Test Class:
ANSWER
Answered 2021-Mar-09 at 09:04You can use a singleton class for this purpose.
QUESTION
I created the query to get list of people in country & some avg calculation:
...ANSWER
Answered 2020-Oct-15 at 20:19Something like this may work for you:
QUESTION
Suppose I have a Person
entity and an Animal
entity; A Person
can have two favourite animals and an Animal
can only have one Person
that likes them (one person liking an animal makes it no longer possible for other people to like/see that animal). It is a @OneToOne
mapping: for the two Animal
fields in Person
and for the two Person
fields in Animal
. However, in Animal
firstPerson
should ==
to secondPerson
. Is there a way to do the following with only one Person
field in the Animal
class?
Person.java:
...ANSWER
Answered 2020-Sep-16 at 03:13You might want to use @OneToMany / @ManyToOne in this scenario for a perpetual solution.
Person.java:
QUESTION
So my current code removes 5 from the curhealth variable in my enemys once the bullet collides with it. But the issue is, if there is no matter which enemy i shoot and hit, it removes from every single instantiated enemy. I only want to remove health from the enemy who gets hit, how can i fix this?
Enemy.cs
...ANSWER
Answered 2020-Jul-25 at 23:42The issue is that your current health variable is static, that means that each enemy is using the same variable for health.
Static makes the varaible global to everybody.
remove the static modifier and the variable becomes personal to each enemy ;)
QUESTION
I've been trying for some time now with different tutorials to get a nice firstperson (cockpit view) spaceship controll system. I tried using mouse only, keyboard only and combinations but I keep encountering the same problem with all tutorials. even this simple line of code does it:
...ANSWER
Answered 2020-Apr-04 at 02:08You could always try to make one parent object for the Controls and then a child object (the spaceshit) that you can rotate for the pivot but not attach any movement beside rotation.
What i mean is that you can rotate the parent on the Y axis to make it rotate and move the transform forward or backward at the same time. If you want to pivot up or down you can transform forward at the sametime you transform up/down multiplied with the axis you want to pivot with
Example:
QUESTION
[Edited] Hello everyone,
I have some problems with a script "Follower" i'm modifying (got it from the pathCreator Asset). I have been working on it for hours but i am now limited by my knowledge and abilities.
Here's what I'm trying to do:
The participant of my experiment will have to answer questions related to my experience orally. Therefore, and to avoid getting used to timing, I would like to randomize when the FPScharacter stops. By stopping every 4, 8 or 12 seconds randomly, the participant will not be able to get used to the timings. If the FPScharacter stops every 4 seconds, the participant will get used to it and could implement response strategies biasing my results.
So I would like to do the following:
- The FPScharacter begins its journey at the starting point of the path (using pathcreator from the asset store), moving at constant speed
- After [4, 8, 12 seconds], it stops (I deactivate the movement script of the FPScharacter). At the same time, an object appears. This "stop" and appearance of the object must last 4 seconds (no randomization on this timing there).
- After 4 seconds of stop, the FPSCharacter sets out again on the way
- After [4, 8, 12] seconds, it stops again, a new object appears for 4 seconds, then the FPScharacter starts again
- Repeat
I want to be able to do this as many times as I have items to present. **The comments on my code are less important than the explanation shown just before ! **
So to summarize : Walking for (4 or 8 or 12 secondes choosen randomly) - Stop for 4 secondes (and in the same time an object spawn) - (End of 4 secondes) object disapear and FPS start walking again for (4 or 8 or 12 secondes choosen randomly) ....
Remember : I am not a pro at programming and only know how to do stuff on C# so i wont be able to translate any code in java to c#. ALl i basically do is copy-paste codes and try my best to modify it so it suits my needs. But my abilities are limited.
...ANSWER
Answered 2020-Jan-01 at 15:04You could nest coroutines.
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