PBO | Pokemon Battle Online v0.8 | Video Game library

 by   sunoru C# Version: Current License: No License

kandi X-RAY | PBO Summary

kandi X-RAY | PBO Summary

PBO is a C# library typically used in Gaming, Video Game applications. PBO has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

--- Pokemon Battle Online v0.8 ---. 项目开发中,初入请看issues和wiki 项目请用Visual Studio 2010打开 项目依赖IronPython,请在此下载 -->
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            kandi-support Support

              PBO has a low active ecosystem.
              It has 3 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              PBO has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of PBO is current.

            kandi-Quality Quality

              PBO has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              PBO does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              PBO releases are not available. You will need to build from source code and install.
              It has 5436 lines of code, 0 functions and 345 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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

            PBO Key Features

            No Key Features are available at this moment for PBO.

            PBO Examples and Code Snippets

            No Code Snippets are available at this moment for PBO.

            Community Discussions

            QUESTION

            Webpack 5 Dev Server proxy seems to be ignored
            Asked 2022-Feb-11 at 10:02

            Firstly, this worked great in webpack 4. After upgrading to webpack 5, everything seems fine except the dev server proxy. Its like whatever values I put in there are just outright ignored.

            All I get is the following error Error occured while trying to proxy: localhost:3006/api/configuration

            I also used to get logging out of the dev server but that seems to be being ignore too. EG "Proxying from localhost:3006 to localhost:5050

            Versions:

            • webpack - 5.65.0
            • webpack-dev-server - 4.7.2
            • webpack-cli - 4.9.1

            Webpack.dev.js

            ...

            ANSWER

            Answered 2022-Jan-01 at 10:55

            I'm not sure about webpack 4, but I think you need to use changeOrigin because you are using default ports in your server and webpack development server.

            Also you might need to set secure: false if you don't have a valid SSL in your server.

            Source https://stackoverflow.com/questions/70540895

            QUESTION

            How can I exclude multiple folders from search in linux?
            Asked 2021-Dec-21 at 15:38

            How can I exclude multiple folders from search in linux? In the folder "home/Stand" i use the command to search:

            i use the command to search:

            ...

            ANSWER

            Answered 2021-Dec-21 at 15:38

            Give a try, it should work:

            Source https://stackoverflow.com/questions/70437922

            QUESTION

            GLSL : Adressing pixel of a 2D texture loaded via TEXTURE_BUFFER
            Asked 2021-Dec-12 at 11:58

            I am doing some test toload an image via an GL_TEXTURE_BUFFER. I am stuck on correctly adressing pixel from texelFetch. The goal is to just display a R8 texture.

            Here is how i create the buffer :

            ...

            ANSWER

            Answered 2021-Dec-12 at 11:58

            Your 2D-to-1D index calculation is off:

            Source https://stackoverflow.com/questions/70319268

            QUESTION

            LWJGL on macOS : trying to have shader but nothing is rendered
            Asked 2021-Sep-15 at 13:48

            I am following a tutorial to learn LWJGL, but nothing appears on the window. I am new to Java programming and I am on macOS

            Here is my main class:

            ...

            ANSWER

            Answered 2021-Sep-15 at 13:48

            In your Renderer.renderMesh(Mesh) method you call

            Source https://stackoverflow.com/questions/69192851

            QUESTION

            Density Plot based on specific tolerance bands (normalized)
            Asked 2021-Aug-23 at 11:40

            I'm having a huge data table with many different columns. Now I want to plot for some columns (EV, EH, ...) the densities based on a specific tolerance band (column pBu). In my sample below you can see that I'm having five different tolerance bands (0.00, 0.05, 0.10, 0.15 and 0.20), so for my density plot EV I would have five different densities in one plot. In addition, the y-axis should be normalized (range from 0 to 1). How can I handle this with plotly?

            Here my data structure:

            ...

            ANSWER

            Answered 2021-Aug-23 at 11:40
            library(ggplot2)
            library(dplyr)
            library(plotly)
            
            
            (df %>%
             mutate(pBu=as.factor(pBu)) %>%
            ggplot(aes(x=EV)) +
            geom_density(aes(y=..scaled..,color=pBu))) %>%
            ggplotly()
            

            Source https://stackoverflow.com/questions/68891731

            QUESTION

            Separating column into single column and formating the entries
            Asked 2021-Aug-04 at 13:49

            I have a huge data table with two columns (id and info) and I want to separate/split the column info into single columns and format them. Here is an example, how my data table's entries look like:

            ...

            ANSWER

            Answered 2021-Aug-04 at 08:14
            1. separate on brackets
            2. take first and last part of it (mutate and word)
            3. sub , to . (map_df)
            4. clean up left bracket (second map_df)
            5. select to keep proper order of the columns

            Source https://stackoverflow.com/questions/68646868

            QUESTION

            OpenGL (LWJGL 3) culling terrain vertices/triangles that are not in the view frustum
            Asked 2021-Jun-13 at 19:55

            I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)

            The frustum class (I use the inbuilt JOML one):

            ...

            ANSWER

            Answered 2021-Jun-13 at 19:55

            One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:

            I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.

            These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.

            usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)

            Please note that these are only indications, no restrictions:

            It does not, however, constrain the actual usage of the data store.

            Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:

            The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.

            as I have googled that it can affect the performance of the game

            Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.

            Source https://stackoverflow.com/questions/67958723

            QUESTION

            How to use QOpenGLBuffer:: PixelUnpackBuffer
            Asked 2021-May-31 at 16:46

            I can't figure it out how to properly write and read from a QOpenGLBuffer:: PixelUnpackBuffer.

            1. What is the proper setup before writing into a PBO?
            2. QOpenGLBuffer::write will not work using with a simple QImage.bits(), or glReadPixels() to pass the FBO render into the PBO. It has to be a specific type of data?
            3. How do you use a written PBO with Texture::setData()? A simple Texture.setData(*format*, *pixel_type*, pubo, nullptr) will suffice?

            Here some code to exemplify what I'm doing:

            ...

            ANSWER

            Answered 2021-May-31 at 16:46

            You have some misunderstandings, and most of these are not related to Qt's abstraction classes, but to how these objects work in the GL itself:

            Source https://stackoverflow.com/questions/67757687

            QUESTION

            In OpenGL-OpenCL texture interop, how does the PBO receive the data from the texture?
            Asked 2020-Dec-23 at 16:48

            Most examples on PBOs on the web are about making CPU-GPU transfers asynchronous.

            I'm trying to use PBOs for something else - for OpenGL-OpenCL interop, as explained in this tutorial. Quote from there:

            [...] Creating an intermediate (staging) Pixel-Buffer-Object for the OpenGL texture via clCreateFromGLBuffer, updating the buffer with OpenCL, and copying the results back to the texture.

            The tutorial explains I need to create the PBO as follows:

            ...

            ANSWER

            Answered 2020-Dec-23 at 11:41

            No, you cannot because the data is accessed with buffer Mapping (glMapBuffer). You cannot directly map a texture image, but you can map the data store of a buffer object. Therefore you need to copy the data from the texture image into the data store of a buffer.
            glGetTexImage carries out the "copying" process (and necessary format and type conversions). It get the data from the texture bound to target GL_TEXTURE_2D and stores the data in the buffer bound to target GL_PIXEL_PACK_BUFFER.

            Source https://stackoverflow.com/questions/65423216

            QUESTION

            Jenkins pipeline assign variable multiple times
            Asked 2020-Dec-21 at 12:59

            Is it possible to re-assign the variable value a few times inside IF in one script block? I have a script block where I need to pass variable values to different environments:

            ...

            ANSWER

            Answered 2020-Dec-21 at 09:40

            Using def defines the variable. This is only needed on the first call. so removing the def on the other calls should work

            Source https://stackoverflow.com/questions/65390265

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install PBO

            You can download it from GitHub.

            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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