game-engine | explore writing a game engine | Game Engine library

 by   tuzz Rust Version: Current License: No License

kandi X-RAY | game-engine Summary

kandi X-RAY | game-engine Summary

game-engine is a Rust library typically used in Gaming, Game Engine, WebGL applications. game-engine has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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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              game-engine has a low active ecosystem.
              It has 10 star(s) with 0 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              game-engine has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of game-engine is current.

            kandi-Quality Quality

              game-engine has no bugs reported.

            kandi-Security Security

              game-engine has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              game-engine 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

              game-engine releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            game-engine Key Features

            No Key Features are available at this moment for game-engine.

            game-engine Examples and Code Snippets

            No Code Snippets are available at this moment for game-engine.

            Community Discussions

            QUESTION

            React-native-game-engine + matter.js dynamic scale of bodies
            Asked 2020-Nov-23 at 17:25

            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 00:33

            Your 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).

            Source https://stackoverflow.com/questions/64871753

            QUESTION

            c++ CMake project structure for lib and executable
            Asked 2020-Sep-16 at 09:04

            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 09:04
            1. You declare separate CMake targets, i.e., in engine/src/CMakeLists.txt:

            Source https://stackoverflow.com/questions/63916507

            QUESTION

            Is there any way by which all modules starting with same names related to any particular module name can be installed with a python script?
            Asked 2020-Jul-17 at 15:01

            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 15:01

            Create a requirements file and you can call it to download and install all the required Modules at oneshot.

            Source https://stackoverflow.com/questions/62956547

            QUESTION

            How to use the GL-Object statically in JOGL?
            Asked 2020-Apr-22 at 15:47

            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 10:50

            Actually, 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.

            Source https://stackoverflow.com/questions/56841276

            QUESTION

            Expected "}" OR Adjacent JSX elements must be wrapped in an enclosing tag
            Asked 2020-Feb-24 at 16:10

            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 16:08

            You are missing the closing curly brace of your inner object:

            Source https://stackoverflow.com/questions/60379716

            QUESTION

            Creating a FixedUpdate in Typesript
            Asked 2020-Jan-22 at 13:49

            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 13:49

            Oké, nevermind, I am stupid. I will leave this here for reference.

            The way I fixed it is as follows:

            Source https://stackoverflow.com/questions/59860372

            QUESTION

            If it is possible to make games without coding, why code one?
            Asked 2019-Dec-29 at 20:45

            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 20:39

            Unity 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.

            Source https://stackoverflow.com/questions/59522986

            QUESTION

            Custom font does not work on real android device after build as android
            Asked 2019-Oct-09 at 15:22

            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 15:22

            QUESTION

            ObjectInputStream does not read all objects from the output stream
            Asked 2019-Aug-04 at 20:09

            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 19:53

            The 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.

            Source https://stackoverflow.com/questions/57349440

            QUESTION

            Using derived Method in Base-Class withing library development
            Asked 2019-Aug-04 at 18:56

            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 18:54

            The 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.

            Source https://stackoverflow.com/questions/57349222

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

            Vulnerabilities

            No vulnerabilities reported

            Install game-engine

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

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