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QUESTION
I started making games a little bit back, and want to release my first one. I was doing research, and was disappointed when I figured out google required me to be at least 18 years of age. I researched the problem further and had a few StackOverflow answers that told me different things. I heard that I could make the account if I had permission from a parent or legal guardian. Is this false? One answer told me that I could publish without an age restriction as long as I made no profit (no ads). Is there a way of publishing my apps to the google play store, preferably with ads, when I am under 18? Could I get parent/guardian permission?
Here are the posts:
If publishing to google play store is impossible without being over 18, do you have any recommendations for where to publish my games (if I can at all).
Please don’t recommend other publishing websites unless that is the only way. Please provide links to google or something trusted and thanks in advance.
...ANSWER
Answered 2021-May-12 at 17:45No, you can't. You should be 18.
QUESTION
I am working on a C++ problem where I'm trying to make a utility function that takes as input two line segments starting points in 3d space [(x,y,z) and radius r]. If the segments can be oriented such that they end at the same point, the function should return true and print out that point. If there are multiple orientations that would produce a common endpoint, the function should choose the one that is furthest in the direction indicated by hint_direction.
The function receives these values:
...ANSWER
Answered 2021-May-10 at 07:43As Spektre correctly pointed out I missed the 3D portion of your question, so the 4 options are the following:
- no intersection (or one sphere completely lies within the other)
- a single point (spheres touch from inside or outside)
- a normal intersection forming a circle
- both spheres overlap completely, i.e. they have the same origin and the same radius
Since the normal intersection would form a circle you'd want to project the direction hint onto that circle and calculate the intersection between the circle and the projected vector to get the farthest intersection point.
QUESTION
I have already successfully used BLE advertising to broadcast information from one android device and receive it on another. Now I want the observer to be a Unity-app running on the HoloLens v2. The HoloLens does not need to connect to the android-device as I am aware that this does not seem to be supported. I am looking for a broadcaster -> observer solution.
As mentioned, I already have the broadcaster written and it works fine with android -> android. Now I have implemented my observer in Unity, largely inspired by this article, and it looks like this:
...ANSWER
Answered 2021-Apr-07 at 08:05We tested the Bluetooth.Advertisement API and works well on the HoloLens. I found that you assigned the CompanyId(a 16-bit unsigned integer) property a signed decimal number, but we usually provide a hexadecimal number as a Bluetooth LE company identifier code. Could you double-check this point both in your watcher and publisher? For example, it should look like 0xFFFE
. Besides, more information about how to use the Bluetooth Advertisement API to send and receive Bluetooth Low Energy advertisements please see:Bluetooth advertisement sample
QUESTION
I am following a tutorial (https://www.gamedev.net/blogs/entry/2249317-a-guide-to-getting-started-with-boostasio/) for boost asio.
Now I want to convert some of the aspects of this tutorial to a class, to learn more about what actually goes on within each part of the code. So I am trying to boost bind this:
...ANSWER
Answered 2021-Apr-15 at 19:01The problem is that the thread function isn't static, so it needs an argument for this
(LDServer*). Or you can make it static
:
QUESTION
I'm trying to write a bare minimum GPU raycaster using compute shaders in OpenGL. I'm confident the raycasting itself is functional, as I've gotten clean outlines of bounding boxes via a ray-box intersection algorithm.
However, when attempting ray-triangle intersection, I get strange artifacts. My shader is programmed to simply test for a ray-triangle intersection, and color the pixel white if an intersection was found and black otherwise. Instead of the expected behavior, when the triangle should be visible onscreen, the screen is instead filled with black and white squares/blocks/tiles which flicker randomly like TV static. The squares are at most 8x8 pixels (the size of my compute shader blocks), although there are dots as small as single pixels as well. The white blocks generally lie in the expected area of my triangle, although sometimes they are spread out across the bottom of the screen as well.
Here is a video of the artifact. In my full shader the camera can be rotated around and the shape appears more triangle-like, but the flickering artifact is the key issue and still appears in this video which I generated from the following minimal version of my shader code:
...ANSWER
Answered 2021-Mar-30 at 05:39I've fixed the issue, and it was (unsurprisingly) simply a stupid mistake on my own part.
Observe the following lines from my code snippet:
Which leaves my v2
vertex quite uninitialized.
The moral of this story is that if you have a similar issue to the one I described above, and you swear up and down that you've initialized all your variables and it must be a driver bug or someone else's fault... quadruple-check your variables, you probably forgot to initialize one.
QUESTION
I'm developing a game where the player is a circle and tiles are squares. The user moves the avatar (circle) with the keyboard, and should not be able to collide with tiles (squares).
Also, I would like the circle to slide along the square if they hit the corner, such that if the player keeps pressing the key to move in the same direction, they will slide along the square instead of getting stuck on it.
I've developed a full reproduction of the problem I'm facing here:
...ANSWER
Answered 2021-Mar-29 at 14:22I would suggest these changes:
Define two more methods in your class:
QUESTION
Presentation: Hello, I'm a free-time game developer. I wondered if I should look for help in the Game Development Stackexchange or even Unity Answers, but It seems more like a C# problem, rather than engine (Unity) stuff.
I did look through many other questions here and on those sites and watched some tutorials, but didn't get It yet, that's why I'm here.
Summary: Im making a modular windows system for my game UI, and they should have the current features:
- Should be called and referenced by a singleton manager UIManager.cs;
- All windows should have some default methods and some fields;
- The base class that all windows inherits from, needs to be serializable so the Unity engine can show them on a visual interface, making easy setting the fields. Example of Serializable Class as a visual component.
- Finally, It also should be easy to get and use a windows from code, since some methods will immediately call them directly from the code.
Problem: I need to hold a reference of the generic abstract script that holds de default fields and methods in a List but It seems I can't find a way to declare said List.
Code Files:
UIManager.cs (This is a singleton that will manage any and all UI elements) Error code on Visual Studio Community 2019
...ANSWER
Answered 2021-Mar-08 at 07:27Note that the way you try to print it wouldn't work anyway
QUESTION
I am trying to create a little game for a project in university. Since I need to update the screen permanently I am looking for a good render loop implementation. It should be full screen. I found this on gamedev.net - Java Games: Active Rendering:
...ANSWER
Answered 2021-Feb-15 at 13:11There are lots of issues with this code.
First of all, when you are checking (polling) a flag variable in the main thread, that will be updated by a key listener, which will be called in the event dispatch thread, the minimum you have to do, is to declare that variable volatile
.
Then, there is no point in using JFrame
when you don’t use the Swing framework at all. Further, it’s nonsensical to request double buffering from the AWT and then, use a BufferedImage
for another buffering atop the already buffered operation.
Using the native resolution is as easy as removing the setDisplayMode(…)
call. After turning the window to full screen, you can simply use getWidth()
and getHeight()
on it to get the actual dimensions for the operations (it’s not needed for the buffered image, as that was obsolete anyway).
QUESTION
I'm looking for a little newbie advice on gamedev strategy and/or approach. I'm working on a game that uses Rigidbody physics in Unity and I've got a character interacting nicely with physical objects in the game world. The thing I'm trying to work through is that there are certain physical interactions that I want to control, but my own attempts to control them are conflicting with what Unity is already (correctly) doing.
For simplicity, let's just say I've got a Rigidbody-based player, and when certain Rigidbody-based objects collide with that player, I want to override where they deflect to. When I detect the collision and apply my own force with rb.AddForce(myForceVector, ForceMode.VelocityChange)
, Unity is also applying it's own force as a result of the same collision. I also tried setting the velocity directly with rb.velocity = myForceVector
, which mostly works, but there are still situations where Unity applies force after I set the velocity so it's glitchy at best.
Other options I've considered are:
- Use an additional, larger
IsTrigger
collision mesh to detect and handler the special type of collision I'm looking for before the actual collision occurs. That might work for slower speed projectiles, but likely will have the same issue for faster collisions. - Change the player to not being Rigidbody-based, which might work, but would require me to code a lot of the other interactions that are already working out of the box with Rigidbody physics.
- Use RayCasting to detect when these special collisions might occur next and handle them before the actual collision. This is where I'm leaning currently.
Anyone have a recommended best practice for this kind of thing?
Thanks in advance!
...ANSWER
Answered 2021-Feb-08 at 03:47The easiest way might just be to take full control. On the correctly timed press, disable the RigidBody and the Collider. Then just move it yourself to the target location. It's really hard to get precise control over a RigidBody -- every FixedUpdate(), it might be picking up force from collisions, and there can be many FixedUpdate() calls between Update() calls.
You could write a pretty simple coroutine using a Lerp() or Slerp() between the object's current and target position. That way, you could fully control how the object moves toward its target.
QUESTION
I'm a C++ neophyte and I am totally in over my head, but I'm trying anyway!
EDIT: here is a simple code repo reproducer that generates the error mentioned: https://github.com/thoraxe/qpid-proton-test
http://qpid.apache.org/releases/qpid-proton-0.33.0/proton/cpp/examples/simple_recv.cpp.html
I am trying to incorporate the above into an existing project and struggling badly. In order to be able to use various instances of the QPID Proton sender/receiver, I need to include their class files. The example is a pure cpp and includes no header file.
In order to include a receiver (consumer) class, I need to write a header file. And it's all falling apart on compile.
Here's a really simple example. I'm trying to start out and just go more or less line by line with the receiver example. So, here's my cpp:
...ANSWER
Answered 2021-Jan-21 at 16:40You're not linking with the Proton library. Use find_package
to locate the library you're trying to use, and then target_link_libraries
to link with it.
For example, find_package(ProtonCpp REQUIRED)
.
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