game-engine

libgdx - how to add background image in stage?

隐身守侯 提交于 2019-12-05 01:23:15
I am learning libgdx but i am stuck at a point.. I have added a button in my stage , now i want to add a image in the stage so that the image looks as the background image to the button.i mean to say that the button should lie on the image. I have been looking tutorials but not been able to do that. How can it be done? any help? The only thing you need to do is to draw the background, before drawing the Button s. There are a few possible ways to do that: - You can add the background as an Image (subclass of Actor ) to the Stage and use the z-index to make sure it is drawn as a background. -

Xcode 8.3 makes exceptionally large (.ipa) file for Unity IOS Build?

送分小仙女□ 提交于 2019-12-04 18:59:02
We have successfully launched our Unity Game in Android, where it is finally making final .apk file of size 28mb. When we exported our product's build to Xcode 8.3 and started making archive for uploading to iTunes Store, it surprisingly responded with a final (.ipa) file of very huge size, that is 160mb. We tried alternatively after removing the unwanted assets and the made another .ipa file which had a minute effect and reduced the size to 159.4mb. We are also developers of IOS and WatchKit apps, we know that Xcode is not an ideal tool, and has bugs like encapsulating the original size, but

why dont i have universal tween engine when setting up LibGDX

时光毁灭记忆、已成空白 提交于 2019-12-04 15:35:51
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 :)) 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/java-universal-tween-engine/downloads/list and paste it in your core/libs android/libs and ios/libs folders.

Game engine in OpenGL with GLFW and Qt?

你说的曾经没有我的故事 提交于 2019-12-04 13:53:32
问题 I started a similar question several months ago Qt and OpenGL for game development At the moment I am not really sure what I should do. I often read that it is not recommended to use Qt for games, instead GLFW would be better suited for this task. I am not completely sure why but I think I will be on the safe side if I choose GLFW. But I want to use Qt for the editor. The editor should be WYSIWYG, like many other game engines are. So that you can jump into the game at any given time. Is it

Cleaning up in Shutdown() method instead of destructor

£可爱£侵袭症+ 提交于 2019-12-04 10:41:01
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 class destructor. I instead do all my object clean up in the Shutdown function you will see further

Android 2D game development without an engine

会有一股神秘感。 提交于 2019-12-04 09:45:25
问题 I want to know the best way or a tool for making a good Android game!, I mean by "good" that the game must have a nice performance no lags or something like that, .. So I will begin by 2D game development, and I want to avoid "Game engines"! .. So what's the best way?! - to make it by Open GL ES or there another way?! .. 回答1: It's possible that this is considered too broad a question - we can't tell you how to make a game. But in response to your last question: yes, OpenGL is the best way to

Live Wallpaper with Game Engine or not?

独自空忆成欢 提交于 2019-12-04 08:42:38
问题 I'd like to develop a live wallpaper. After some research, I concluded that there were two options to create one : Directly, i.e like it's said on Android-Developpers ( http://developer.android.com/resources/articles/live-wallpapers.html ) Or thanks to a game engine like AndEngine ( http://code.google.com/p/andenginelivewallpaperextension/ ) I've never developed Live Wallpaper. Which solution is the easiest and fastest? 回答1: You can handle the drawing directly, as in the Cube example in the

Libgdx pause/resume not called when window is being dragged (Windows)

三世轮回 提交于 2019-12-04 06:23:58
I am creating a Java game with libgdx. Really liking the engine so far but I noticed an issue when dragging the game window. Rendering seems to stop (which is okay) but I cant find any events that get called during this state. Is there any way I can trap it? It not a big deal for rendering as I cap the deltaTime, but for input the keyUp events don't get fired which messes up my movement code for the player (if you are to release the keys while dragging the window). Is there anything I can do? Thanks! The problem you describe lies in the native window implementation of the LWJGL Display : This

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

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-04 04:09:57
Closed . This question needs to be more focused. It is not currently accepting answers. Learn more . 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 option for easy porting to other platforms could come handy - Documentation! AndEngine

Simple event system in C++

非 Y 不嫁゛ 提交于 2019-12-03 21:54:55
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 func(/*no params*/) dispatcher.Add(b /*, member function pointer?*/); dispatcher.Add(c /*, member