game-engine | explore writing a game engine | Game Engine library
kandi X-RAY | game-engine Summary
kandi X-RAY | game-engine Summary
A project for me to explore writing a game engine from scratch using an ECS design pattern. My game engine is written in Rust, compiles to WebAssembly and binds to a WebGL canvas. That means it runs in a browser.
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Trending Discussions on game-engine
QUESTION
I'm trying to build a screen with circular bodies (bubbles). The bubbles should be able to change the scale with some interval, e.g. every 3 seconds and random value (from 1 to 3). The scale should change the size of a bubble and its mass.
Calling
Matter.Body.scale
doesn't make any effect. Bubbles keep staying the same. Maybe because I'm not using sprites with textures, but the Game-Engine entities with renderer as React.PureComponent instead. Not sure
Bubble node:
...ANSWER
Answered 2020-Nov-23 at 00:33Your example isn't exactly complete; it's not clear how (or if) the MJS engine is running. The first step is to make sure you have an actual rendering loop using calls to Matter.Engine.update(engine);
in a requestAnimationFrame
loop.
React doesn't seem critical here. It shouldn't affect the result since x/y coordinates and radii for each body in the MJS engine are extracted and handed to the View component, so the data flows in one direction. I'll leave it out for the rest of this example but it should be easy to reintroduce once you have the MJS side working to your satisfaction.
The way to scale a body in MJS is to call Matter.body.scale(body, scaleX, scaleY)
. This function recomputes other physical properties such as mass for the body.
There's an annoying caveat with this function: instead of setting an absolute scale as a JS canvas context or CSS transformation might, it sets a relative scale. This means each call to this function changes the baseline scaling for future calls. The problem with this is that rounding errors can accumulate and drift can occur. It also makes applying custom tweens difficult.
Workarounds are likely to be dependent on what the actual animation you hope to achieve is (and may not even be necessary), so I'll avoid prescribing anything too specific other than suggesting writing logic relative to the radius as the point of reference to ensure it stays within bounds. Other workarounds can include re-creating and scaling circles per frame.
Another gotcha when working with circles is realizing that MJS circles are n-sided polygons, so small circles lose resolution when scaled up. Again, this is use-case dependent, but you may wish to create a Bodies.polygon
with more sides than would be created by Bodies.circle
if you experience unusual behavior.
That said, here's a minimal, complete example of naive scaling that shows you how you can run an animation loop and call scale
to adjust it dynamically over time. Consider it a proof of concept and will require adaptation to work for your use case (whatever that may be).
QUESTION
I have a question regarding how to structure a c++ project and build that using CMake (inside of CLion). I am very new to c++ (I started to learn the language only two weeks ago) and to CMake (I haven't ever configured a CMake file). I do however have a bunch of experience with other programming languages and their ecosystems like Java, JavaScript, Php, and .NET—perhaps analogies with those ecosystems could help?
We're building our own (small, 2d) game and game-engine for a school project. The game engine should be shippable on its own, the game should build on our own engine. The engine will have its own dependencies (built using SDL2, thats a requirement).
I imagine the engine will become a (static) library, while the actual game will compile to an executable that depends on the engine library.
For the purposes of simplifying project management we're looking to host both the engine and the game code in the same git repository.
Given that we might want to put a math
module into our engine (probaby not the case, but for the purpose of this question) I imagine a folder structure like the following:
ANSWER
Answered 2020-Sep-16 at 09:04You declare separate CMake targets, i.e., in
engine/src/CMakeLists.txt
:
QUESTION
I am a newbie at some things. Can anyone pls help...
Can there be any way by which I can install all the modules related to a particular module like for example pygame has several plug-ins - pygame-menu, pygame-input, pygame-input, pygame-widgets, pygame-geometry, pygame-anisprite, pygame-pgu, dinosaur-pygame, pygame-gui, pygame-engine, pygame-assets, utils-pygame, pygame-txt, pygame-ai, pygame-vkeyboard, pygame-dashboard, pygame-minesweeper, pygame-spritesheet, etc
And I literally have to download all those which I need manually, one-by-one which is time consuming. Can there be any way by which all the modules which have pygame in it be downloaded?
...ANSWER
Answered 2020-Jul-17 at 15:01Create a requirements file and you can call it to download and install all the required Modules at oneshot.
QUESTION
I'm trying to make a simple Game-Engine using JOGL. But instead of using the EventListener Class I want to create a static Object like in LWJGL. And no I do not use LWJGL because I had a lot of trouble with it. This is my EventListener:
...ANSWER
Answered 2019-Jul-03 at 10:50Actually, it's a bad idea. You mustn't store a GL instance into a field as it's error prone for several reasons:
- The GL instance might become invalid at any time
- You may access it on a thread on which the OpenGL context isn't current
- You may access it on the thread on which the OpenGL context has been made current but at a time it's not current (after the release of the context)
That's why you should use a GLEventListener. Otherwise, you can get a valid GL instance by calling GLContext.getCurrentGL() but it throws a GLException if no context is current. You can use GLAutoDrawable.invoke() too, it allows to run your code on the right thread at the right time but GLEventListener is more useful as you can execute some code at initialization time.
By the way, JOGL specific questions should be asked on the official JogAmp forum rather than here. StackOverflow is a better place for general OpenGL questions but most JogAmp contributors never come here. Yes, StackOverflow isn't the panacea.
P.S: I advise you to read this article and this comment if you want to understand the design choices of JOGL, especially the instance design.
QUESTION
I'm totally new to react and am trying to follow this tutorial. Unfortunately, there is an error in it. Because I have no idea how to use react, I don't know how to fix it.
I'm trying to follow this tutorial --> https://medium.com/@williamyang93/my-journey-with-react-native-game-engine-part-i-starting-the-project-bbebcd2ccf6
I think there is a mistake with this part of the code:
...ANSWER
Answered 2020-Feb-24 at 16:08You are missing the closing curly brace of your inner object:
QUESTION
I'm working on a game-engine in typescript to learn some stuff. In Unity the way the fixed update works (in theory) is as follows:
...ANSWER
Answered 2020-Jan-22 at 13:49Oké, nevermind, I am stupid. I will leave this here for reference.
The way I fixed it is as follows:
QUESTION
I'm pretty new to coding and while searching on random stuff on the internet i found out that it is possible to make games without a single line of code with the help of game-engines like Unity. So what merit is there in coding a game? I have my guesses but i would like to have an answer to be sure, thank you in advance.
...ANSWER
Answered 2019-Dec-29 at 20:39Unity requires coding for anything truly custom
You can get quite far with Unity just using already built stuff, but that's just the problem. You are limited to using the parts someone has already made and combining them. Now, that does allow for a heck of a lot of combinations but that is as far as you can go.
You are also limited in your ability to correct unwanted behavior in precisely the way you want it to be corrected.
QUESTION
I used the custom font on react-native expo project.
It works well on the expo platform with an android emulator.
But After I built my project as APK file, it does not show all the text as my custom font.
I followed the tutorial like this (https://docs.expo.io/versions/latest/guides/using-custom-fonts/
) but it doesn't work.
Is there any solution to work on android?
I tried to use the custom font like this.
...ANSWER
Answered 2019-Oct-09 at 15:22Add to app.json like:
QUESTION
I'm trying to send objects from a server to a rendering client, through a socket. The first list of Entity-objects consists of 8 entities, but many more are added to the list. My server can end up writing hundreds of objects to an ObjectOutputStream, but the client only reads the initial 8.
I have tried calling the flush() both before and after the writeObject method, but this does not seem to make a difference. I have narrowed the problem down to be client-sided.
The server writes an ArrayList to the stream using this method:
...ANSWER
Answered 2019-Aug-04 at 19:53The problem is that ObjectStreams keep track of already sent objects, and instead of sending them again, they will just reference the previous object.
Make a copy of your ArrayList and send the new ArrayList.
tl;dr: Serialization was not intended for server/client comunication.
QUESTION
I'm writing a small Game-Engine (which is used as a library) while re-reading myself into c++. I've coded in Java for several years, but it seems like c++ handles polymorphism a little bit different and I am encountering the following problem:
I have a class GameObject, which represents the basic functionalities of any type of object within the game. So this basically is used as an abstract class. I have several Objects, which override GameObject including a class Map. These objects are finally used within the game.
All this is compiled into a library and used by the game.
Here is the basic code I use: gameobject.h:
...ANSWER
Answered 2019-Aug-04 at 18:54The difference is that Java methods are virtual by default c++ methods aren't, you need to explicitly mark any methods you want to be virtual with the virtual
keyword.
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