Search Results

Search found 35343 results on 1414 pages for 'development tools'.

Page 518/1414 | < Previous Page | 514 515 516 517 518 519 520 521 522 523 524 525  | Next Page >

  • Flickering when accessing texture by offset

    - by TravisG
    I have this simple compute shader that basically just takes the input from one image and writes it to another. Both images are 128/128/128 in size and glDispatchCompute is called with (128/8,128/8,128/8). The source images are cleared to 0 before this compute shader is executed, so no undefined values should be floating around in there. (I have the appropriate memory barrier on the C++ side set before the 3D texture is accessed). This version works fine: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord)); } Reading values from pong shows that it's just a copy, as intended. However, when I load data from ping with an offset: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord+ivec3(1,0,0))); } The data that is written to pong seems to depend on the order of execution of the threads within the work groups, which makes no sense to me. When reading from the pong texture, visible flickering occurs in some spots on the texture. What am I doing wrong here?

    Read the article

  • What is the easiest and shortest way to draw a 2d line in c/c++?

    - by Mike
    I am fairly new to c/c++ but I do have experiance with directx and opengl with java and c#. My goal is to create a 2d game in c with under 2 pages of code. Most of what I have seen requires 3 pages of code to just get a window running. I would like to know the shortest code to get a window running where I can draw lines. I believe this can be done in less lines with opengl versus directx. Is there maybe an api or framework i can use to shorten it more? Also, it would be nice if the solution were cross platform compatible.

    Read the article

  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

    Read the article

  • what tool should I use for drawing 2d OpenGL shapes?

    - by Kenny Winker
    I'm working on a very simple OpenGL ES 2.0 game, and I'm not sure what tool to use to create the vertex data I need. My first thought was adobe illustrator, but I can't seem to google up any info on how to convert an .ai file to vertices. I'm only going to be using very simple 2d shapes so I wonder if I need to use a 3d modelling program? How is this typically done, when you are working with 2d non-sprite shapes?

    Read the article

  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

    Read the article

  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

    Read the article

  • Voice artist for a game for kids

    - by devmiles.com
    We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find anything that would make me sure that it would work for us or games in general. So I'm looking for references from those of you who had a successful collaboration with artists or studios. Any help would be appreciated.

    Read the article

  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

    Read the article

  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

    Read the article

  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

    Read the article

  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

    Read the article

  • Android Loading Screen: How do I use a stack to load elements?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

    Read the article

  • Android Swipe In Unity 3D World with AR

    - by Christian
    I am working on an AR application using Unity3D and the Vuforia SDK for Android. The way the application works is a when the designated image(a frame marker in our case) is recognized by the camera, a 3D island is rendered at that spot. Currently I am able to detect when/which objects are touched on the model by raycasting. I also am able to successfully detect a swipe using this code: if (Input.touchCount > 0) { Touch touch = Input.touches[0]; switch (touch.phase) { case TouchPhase.Began: couldBeSwipe = true; startPos = touch.position; startTime = Time.time; break; case TouchPhase.Moved: if (Mathf.Abs(touch.position.y - startPos.y) > comfortZoneY) { couldBeSwipe = false; } //track points here for raycast if it is swipe break; case TouchPhase.Stationary: couldBeSwipe = false; break; case TouchPhase.Ended: float swipeTime = Time.time - startTime; float swipeDist = (touch.position - startPos).magnitude; if (couldBeSwipe && (swipeTime < maxSwipeTime) && (swipeDist > minSwipeDist)) { // It's a swiiiiiiiiiiiipe! float swipeDirection = Mathf.Sign(touch.position.y - startPos.y); // Do something here in reaction to the swipe. swipeCounter.IncrementCounter(); } break; } touchInfo.SetTouchInfo (Time.time-startTime,(touch.position-startPos).magnitude,Mathf.Abs (touch.position.y-startPos.y)); } Thanks to andeeeee for the logic. But I want to have some interaction in the 3D world based on the swipe on the screen. I.E. If the user swipes over unoccluded enemies, they die. My first thought was to track all the points in the moved TouchPhase, and then if it is a swipe raycast into all those points and kill any enemy that is hit. Is there a better way to do this? What is the best approach? Thanks for the help!

    Read the article

  • Keep 3d model facing the camera at all angles

    - by Sparky41
    I'm trying to keep a 3d plane facing the camera at all angles but while i have some success with this: Vector3 gunToCam = cam.cameraPosition - getWorld.Translation; Vector3 beamRight = Vector3.Cross(torpDirection, gunToCam); beamRight.Normalize(); Vector3 beamUp = Vector3.Cross(beamRight, torpDirection); shipeffect.beamWorld = Matrix.Identity; shipeffect.beamWorld.Forward = (torpDirection) * 1f; shipeffect.beamWorld.Right = beamRight; shipeffect.beamWorld.Up = beamUp; shipeffect.beamWorld.Translation = shipeffect.beamPosition; *Note: Logic not wrote by me i just found this rather useful It seems to only face the camera at certain angles. For example if i place the camera behind the plane you can see it that only Roll's around the axis like this: http://i.imgur.com/FOKLx.png (imagine if you are looking from behind where you have fired from. Any idea what to what the problem is (angles are not my specialty) shipeffect is an object that holds this class variables: public Texture2D altBeam; public Model beam; public Matrix beamWorld; public Matrix[] gunTransforms; public Vector3 beamPosition;

    Read the article

  • Radiosity using a hemisphere

    - by P. Avery
    I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded. One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof. How do I increase visibility? Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... fixed the problem by sampling the item buffer w/8 points:

    Read the article

  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

    Read the article

  • How to keep balance / Unlock items / achievement rules

    - by Mark Knol
    I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a challenge, but I'd love to learn how to structure code and what patterns are common. I dont mind if the game ever finish, I'm mostly interested in the programming part of it. I dont have a particular endresult in mind, so I'll see where it takes me. I currently have a system where you can buy items. The items cost a specified amount of gold, silver, diamonds etc. When you have selected and bought the item, it takes time before getting rewarded. When time is over, you are getting rewarded with other properties (gold, energy, diamonds). For example, you can buy an apple for 50gold, It takes a minute, you get rewarded with 75energy. Or if you take a run, it cost 50energy, it takes 5minutes, reward is 25gold and 25silver. These definitions is what i call actions. Currently I already have a system where this already works and I can define as much actions with as much properties as I want. The definitions I have kinda looks like this: {id:101, category:544, onInit:{gold:-75}, onComplete:{energy:75}, time:2000, name:"Apple", locked: false} {id:102, category:544, onInit:{gold:-135}, onComplete:{energy:145}, time:2000, name:"Banana", locked: false} {id:106, category:302, onInit:{energy:-50, power: -25}, onComplete:{gold:100, diamonds:2}, time:10000, name:"Run", locked: false} {id:107, category:302, onInit:{energy:-70, silver: -55}, onComplete:{gold:100}, time:10000, name:"Dance", locked: false} {id:108, category:302, onInit:{energy:-230, power: -355}, onComplete:{gold:70, silver:70}, time:10000, name:"Fitness", locked: false} Now, I would love to add a system where I can lock/unlock the actions using achievement rules. Lets say, if you buy 10 apples, you unlock a new action, like bananas which cost more, and reward more. In the future I maybe want to restrict achievements and actions to levels. I am kinda stuck how to structure this. I have 2 questions: Which patterns are used to define achievements? How/where are they defined? Should it be part of the action, or should it be a separate controller? Is it a good idea to register all completed actions to it? I think I want multiple types of achievement rules, Id love to hear some ideas how to develop it. How do you create/find a good balance, so the user does not get stuck or can cheat by repeat a pattern of actions to get too much rewards. I know there is not a simple answer and i'm lacking of a good game-concept, but I wonder if anyone created such a game and how you dealed and played with it.

    Read the article

  • Applying Textures to Hexagonal Tiles Seamlessly

    - by PATRY
    I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to differentiate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

    Read the article

  • Circular motion on low powered hardware

    - by Akroy
    I was thinking about platforms and enemies moving in circles in old 2D games, and I was wondering how that was done. I understand parametric equations, and it's trivial to use sin and cos to do it, but could an NES or SNES make real time trig calls? I admit heavy ignorance, but I thought those were expensive operations. Is there some clever way to calculate that motion more cheaply? I've been working on deriving an algorithm from trig sum identities that would only use precalculated trig, but that seems convoluted.

    Read the article

  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D

    Read the article

  • Queries regarding Geometry Shaders

    - by maverick9888
    I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension. My code goes like : GLfloat vertices[] = { 0.5,0.25,1.0, 0.5,0.75,1.0, -0.5,0.75,1.0, -0.5,0.25,1.0, 0.6,0.35,1.0, 0.6,0.85,1.0, -0.6,0.85,1.0, -0.6,0.35,1.0 }; glProgramParameteriEXT(psId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); glProgramParameteriEXT(psId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); glLinkProgram(psId); glBindAttribLocation(psId,0,"Position"); glEnableVertexAttribArray (0); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP,0,4); My vertex shader is : #version 150 in vec3 Position; void main() { gl_Position = vec4(Position,1.0); } Geometry shader is : #version 150 #extension GL_EXT_geometry_shader4 : enable in vec4 pos[3]; void main() { int i; vec4 vertex; gl_Position = pos[0]; EmitVertex(); gl_Position = pos[1]; EmitVertex(); gl_Position = pos[2]; EmitVertex(); gl_Position = pos[0] + vec4(0.3,0.0,0.0,0.0); EmitVertex(); EndPrimitive(); } Nothing is rendered with this code. What exactly should be the mode in glDrawArrays() ? How does the GL_GEOMETRY_OUTPUT_TYPE_EXT parameter will affect glDrawArrays() ? What I expect is 3 vertices will be passed on to Geometry Shader and using those we construct a primitive of size 4 (assuming GL_TRIANGLE_STRIP requires 4 vertices). Can somebody please throw some light on this ?

    Read the article

  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

    Read the article

  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be png, jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan b (actually, I'm probably on plan 'e' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the api. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via jni (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

    Read the article

  • How to simulate pressure with particles?

    - by BeachRunnerJoe
    I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem: The goal is to fill a constantly changing 2d space/void with small, frictionless spheres. The game is trying to simulate the ever-growing pressure of more objects being shoved into this space. The level itself is constantly scrolling from left to right, meaning if the space's dimensions are not changed by the user it will automatically get smaller (the leftmost part of the space will continually scroll off-screen). I'm wondering what some approaches are that I can take to tackling these problems... Knowing when to detect when there is space to fill and then add spheres to the space. Removing spheres from the space when it is shrinking. Strategies to simulate pressure on the spheres such that they "explode outwards" when more space is created. The current approach I am contemplating is using a constantly moving wall, that is off screen and moves with the screen, as this image illustrates: . This moving wall will push and trap the spheres into the space. As for adding new spheres, I was going to have either (1) spheres replicate themselves upon detecting free space, OR (2) spawn them at the left side of the space (where the wall is) - pushing the rest of the spheres to fill the space. I foresee problems with idea #1 because this likely wouldn't really create/simulate pressure; idea #2 seems more promising, but raises the question of how to provide a location for these new sphere particles to spawn (and the ramifications of spawning them when there IS no space). Thanks so much in advance for your wisdom!

    Read the article

  • Beginning android games, 2nd edition engine

    - by Benjamin Stephen
    I recently bought the book from Apress and have worked my way through it, unfortunately, it seems to just be dealing with side scrolling games and not Zelda-like top down games. I was wondering if anyone out there can tell me if it's possible to use their engine to create such a game? It doesn't go into how to build a top down tile map. Using the engine in their book, how can I make a tile map easily that has walls and things like that? Any help would be appreciated. Thanks in advance.

    Read the article

< Previous Page | 514 515 516 517 518 519 520 521 522 523 524 525  | Next Page >