
Stack Exchange - Game Development
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Stack Exchange - Game Development
4h ago
I'm using Godot Engine 4. The game SharkBite Bay Adventure is a top-down 2D car game, which can be properly played in Bluemaxima's Flashpoint (this app has 2 versions: you can download the lightweight one (Infinity) in the bottom of the link's page) — in case you need to get a gasp of how it works — with a very specific movement system different from other ordinary top-down 2D car games.
In other top-down 2D car games you see either of the following movement systems:
Click or press spacebar to accelerate and rotate with the mouse pointer
Press the up arrow or spacebar to accelerate and use le ..read more
Stack Exchange - Game Development
4h ago
I posted a very similar question on computer graphics stackexchange, here https://computergraphics.stackexchange.com/q/13399/11224 a while ago, but it hasn't attracted any answers.
I think that VR / AR experts will know the answer to this.
At what vergence angle are "infinitely far away" objects such as star field textures drawn in head-mounted VR / AR displays ?
I believe I have read that the stars in the night sky are so far away that our human visual system cannot distinguish the degree of vergence required to look at them from "parallel vergence", where the view directions of the two eyes ..read more
Stack Exchange - Game Development
4h ago
I am learning using the Explore Unity Course. In the picture you can see I've instantiated many hats from the same prefab.
I want to rotate the hat in prefab mode so that the change will apply to all hats, but the rotation property is inactive, as shown in the picture.
Why can't I edit the rotation property in prefab mode? Is there a way to rotate all the hats at once ..read more
Stack Exchange - Game Development
4h ago
I'm making RTS project on Unity3D.
I created terrain with Unity's standard Terrain tool, and added textures of grass, mood etc. on it. Then, for creating "man-made" objects of terrain (roads, sidewalks, road curbs etc) - I'm created this objects in separate assets, and placed on terrain.
And I have one issue with this solution. On moving camera away from the terrain, terrain's texture(e.g. mood) are flickering under roads, sidewalks and other objects. AFAIK, this bug caused by insuficcient accuracy of floating-point coordinates in Unity3D engine (?).
Now, as I concerned, my approach to creatin ..read more
Stack Exchange - Game Development
15h ago
After creating a few bodies and a map with collisions, the app performance clearly goes down. However, RAM and CPU don't seem fully stuck, but the game experience is horrible nonetheless.
GameScreen class:
public class GameScreen implements Screen {
Main main;
Joystick joystickL, joystickR;
public static Player player;
public static Array<Bullet> bullets;
public static float angle;
private Text ammo_view;
public static Array<Enemy> enemies;
private TiledMap map;
private OrthogonalTiledMapRenderer mapRenderer;
public static World world;
p ..read more
Stack Exchange - Game Development
15h ago
I've run into the same problem multiple times that is begging for a solution. I try to write a lot of decoupled code to make my MonoBehaviour scripts as reusable as possible. This means that I end up using events sometimes. However, when I try to unit test my code I always run into problems with events.
I usually subscribe and unsubscribe to events in OnEnable and OnDisable (sometimes Awake and OnDestroy). However, when writing my unit tests, then I can't test any behaviour dependent on such events since these Unity event functions don't get called in a unit test.
I've tried making the unity e ..read more
Stack Exchange - Game Development
19h ago
I am learning Explore Unity Course and in the picture you can see I instantiate many hat from same prefab.
I want to rotate hat in prefab mode so that change can apply to all hats, but rotation preperty is inacitve as shown in picture.
why rotation property can't be edited in prefab mode? and is there a way to rotate all hat at once?
Thanks for the help ..read more
Stack Exchange - Game Development
19h ago
-Patrick star said this in the show "Spongebob Squarepants" but his question remains unanswered ..read more
Stack Exchange - Game Development
1d ago
After creating a few bodies and map with colisions the perfomance clearly goes down, however RAM and CPU not seem to be fully stucked, it makes game experience horrible.
GameScreen class:
public class GameScreen implements Screen {
Main main;
Joystick joystickL, joystickR;
public static Player player;
public static Array<Bullet> bullets;
public static float angle;
private Text ammo_view;
public static Array<Enemy> enemies;
private TiledMap map;
private OrthogonalTiledMapRenderer mapRenderer;
public static World world;
private Box2DDebugR ..read more
Stack Exchange - Game Development
1d ago
I'm trying to adapt my current inventory so that the items can occupy more than one slots (cells) like in this image:
Any idea that might help me? My inventory is an Image that has grid layout and inside it, there's other images (which represents the slots), and each slot has the object "Image" inside which is the sprite of the item:
Items:
[CreateAssetMenu(fileName = "New Item", menuName = "Create new Item")]
[System.Serializable]
public class Items : ScriptableObject
{
public int id;
public string itemName;
public GameObject prefab;
public Sprite icon;
public int maxSt ..read more