game-engine

why dont i have universal tween engine when setting up LibGDX

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-06 07:40:31
问题 Following a tutorial on setting up A LibGDX project and the tutorial says that in the third party section there should be a Universal Tween Engine. Mines not showing up, is there a way for it to show up? What do i have to download? Thanks in advance :)) 回答1: The Gdx-setup-new-ui-jar does not come with TweenEngine library. There is another way of adding Universal TweenEngine. Since you are using Gradle now, so it is very easy. just download the TweenEngine from here https://code.google.com/p

Cleaning up in Shutdown() method instead of destructor

这一生的挚爱 提交于 2019-12-06 05:50:13
问题 In Rastertek DirectX tutorials they have empty constructors and destructors and instead use initialize() and shutdown() functions for objects initialization and cleaning up. After using this design for a while I can somewhat understand the benefits of having an initialize() method, but I can't see how using a shutdown() method is any better than putting all the clean-up code in the destructor. The reason they provide is the following: You will also notice I don't do any object clean up in the

Is there any way to ignore libgdx images Limitation? (images must be power of two)

…衆ロ難τιáo~ 提交于 2019-12-06 03:14:47
In libgdx framework we can only use images power of two ( 64x256 , 128x32 , etc) Because OpenGL requires it. Is there any good way to "pass" this limitation? For example: Use images 800x480 . Do set Texture.setEnforcePotImages(false); and you do not have the limitation anymore. So it's not true that you just can use pictures with the size power of two. It's just a "can have" not a "must have". Regards You can use non pot textures, e.g. by using opengl es2.0. But it is good practice to at least try to use pot textures. For example by packing multiple images into a single texture. This also

Switching from AndEngine to libgdx - what to know? [closed]

青春壹個敷衍的年華 提交于 2019-12-05 22:15:29
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 6 years ago . I've been testing with AndEngine for months, but still haven't produced any game prototypes. There are few reasons why I want to switch to libgdx: - AndEngine is using libgdx's INI wrapper for Box2d, but updates reach Andengine slowly - I'm primarily targeting Android, but having

Libgdx project for iOS displaying libgdx splash when compiling through robovm on simulator?

佐手、 提交于 2019-12-05 16:53:17
How can I remove libgdx splash screen which appears on iOS simulator but doesn't showed up in android emulator. I am compiling my libgdx project through robovm. Thanks You will need to replace the various "Default-" images which are in the RoboVM iOS project's "data" folder. These are the iOS "launch images" described here 来源: https://stackoverflow.com/questions/23004517/libgdx-project-for-ios-displaying-libgdx-splash-when-compiling-through-robovm-on

Ambigious OpenGL Default Camera position

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-05 12:07:08
in my Opengl programs (before i apply perspective projection matrix) whenever i draw some object I draw it at the origin of the world coordinate system, however almost all of the Opengl tutorials states that the camera (My projection view) is located at the origin looking toward positive z-axis (which depends on how you treat z value in the projection matrix later on), however if that is true how does my camera (located in the origin) is able to view an object located in the origin. Note: i need this information so that i shift the world and rotate it around the origin so i get a rotating

Cross-platform 3D game engine for hobbyist developers? [closed]

末鹿安然 提交于 2019-12-05 09:26:57
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 4 years ago . I'm trying to find an engine to make a very simple 3D game for Windows, Android, and iOS. There are a number of such things out there (Unity, ShiVa, SIO2, etc), but they all seem to be targeted at development companies with a budget. Accordingly, they are all very expensive from the perspective of an individual

ffmpeg - Making a Clean WAV file

浪尽此生 提交于 2019-12-05 07:08:39
问题 I'm looking to batch convert a number of files to audio files using ffmpeg for a game called Star Wars: Jedi Knight: Dark Forces II . The problem I'm having is that ffmpeg seems to be doing something that does so that Jedi Knight can't play the sound file. Jedi Knight accepts plain old PCM WAV files of various ranges, from 5khz to 96khz, 8 and 16 bit, mono and stereo. This sounds plain and simple. Except for that if one were to create a WAV file using MS Sound Recorder , Jedi Knight could not

Simple event system in C++

给你一囗甜甜゛ 提交于 2019-12-05 05:18:30
问题 I am designing a simple event system for my game engine. I want to implement the following event dispatcher interface: // Create event dispatcher. Dispatcher dispatcher; // Create objects b and c. // Created objects extend base A class. A* b = new B(); A* c = new C(); // Register b and c in dispatcher. // I guess I should also pass member function pointer, // but I am not sure how to do it. // Like this; dispatcher.Add(b, &B::DoWork) ? // Member function that I want to accept is always bool

Using Multiple Vertex Buffers In DX10/DX11

醉酒当歌 提交于 2019-12-05 01:24:13
问题 I have a C++ DirectX 11 renderer that I have been writing. I have written a COLLADA 1.4.1 loader to import COLLADA data for use in supporting skeletal animations. I'm validating the loader at this point (and I've supported COLLADA before in another renderer I've written previously using different technology) and I'm running into a problem matching up COLLADA with DX10/11. I have 3 separate vertex buffers of data: A vertex buffer of Unique vertex positions. A vertex buffer of Unique normals. A