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Search found 11 results on 1 pages for 'okami'.

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • Use the serialVersionUID or suppress warnings?

    - by Okami
    Dear all, first thing to note is the serialVersionUID of a class implementing Interface Serializable is not in question. What if we create a class that for example extends HttpServlet? It also should have a serialVersionUID. If someone knows that this object will never be serialized should he define it or add an annotation to suppress those warnings? What would you do and why? Thanks for sharing your thoughts. Okami

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  • get type of NSNumber

    - by okami
    I want to get the type of NSNumber instance. I found out on http://www.cocoadev.com/index.pl?NSNumber this: NSNumber *myNum = [[NSNumber alloc] initWithBool:TRUE]; if ([[myNum className] isEqualToString:@"NSCFNumber"]) { // process NSNumber as integer } else if ([[myNum className] isEqualToString:@"NSCFBoolean"]) { // process NSNumber as boolean } Ok, but this doesn't work, the [myNum className] isn't recognized by the compiler. I'm compiling for iPhone.

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  • NSTimer timestamp timeinterval question

    - by okami
    I have the following code: [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:@selector(timerCount:) userInfo:nil repeats:YES]; -(void)timerCount:(NSTimer *)timer { NSTimeInterval dt = [timer timeInterval]; // do something } The NSTimeInterval I got will be 0.5, the time interval I've put on scheduledTimerWithInterval, this means the timerCount will be called each 0.5 seconds. But I now that there are some stuff as timeStamps, and I want to know if the NSTimer will call the timerCount method in PRECISELY 0.5 seconds each time.

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  • Load a file in a group objective-c Xcode

    - by okami
    I'd like to load a file from a specific Group in Xcode/Objective-c for example: I have TWO files named "SomeFile.txt" that are in two different folders (folders not groups yet) in the OS: SomeFolderOne |- SomeFile.txt SomeFolderTwo |- SomeFile.txt Inner Xcode I make two folders, and I put a REFERENCE to these two files: SomeGroupOne |- SomeFile.txt // this file is a reference to the SomeFile.txt from SomeFolderOne SomeGroupTwo |- SomeFile.txt // this file is a reference to the SomeFile.txt from SomeFolderTwo Now I want to read the txt content with: NSString *contents = [NSString stringWithContentsOfFile:@"SomeFile.tx" encoding:NSUTF8StringEncoding error:nil]; Ok it reads the 'SomeFile.txt' but sometimes the file read is from SomeGroupOne and sometimes the file is read from SomeGroupTwo. How to specify the group I want the file to be read?

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  • dealloc properties with assign and readwrite objective-c

    - by okami
    I have this structure: @interface MyList : NSObject { NSString* operation; NSString* link; } @property (readwrite) NSString* operation; @property (readwrite, assign) NSString* link; @end @implementation MyList @synthesize operation,link; @end I know that if I had retain instead of readwrite I should release the operation and link properties. BUT should I release the operation and link with the code above?

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  • iPhone objective-c autoreleasing leaking

    - by okami
    I do this: NSString *fullpath = [[NSBundle mainBundle] pathForResource:@"text_file" ofType:@"txt"]; Why the following message appear? Is my code leaking? 2010-03-31 13:44:18.649 MJIPhone[2175:207] *** _NSAutoreleaseNoPool(): Object 0x3909ba0 of class NSPathStore2 autoreleased with no pool in place - just leaking Stack: (0x1656bf 0xc80d0 0xcf2ad 0xcee0e 0xd3327 0x2482 0x2426) 2010-03-31 13:44:18.653 MJIPhone[2175:207] *** _NSAutoreleaseNoPool(): Object 0x390b0b0 of class NSPathStore2 autoreleased with no pool in place - just leaking Stack: (0x1656bf 0xc80d0 0xc7159 0xd0c6f 0xd3421 0x2482 0x2426) 2010-03-31 13:44:18.672 MJIPhone[2175:207] *** _NSAutoreleaseNoPool(): Object 0x390d140 of class NSCFString autoreleased with no pool in place - just leaking Stack: (0x1656bf 0xc6e62 0xcec1b 0xd4386 0x24ac 0x2426)

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  • @property objective-c syntax

    - by okami
    I'm looking for the syntax of the getter/setter. Which is the setter and which is the getter?? Is the readwrite attribute the getter? Is the assign the setter? @interface SomeClass : NSObject { NSString *str; NSDate *date; } @property (readwrite, assign) NSString *str; @property (readwrite, assign) NSDate *date;

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  • @property objective-c sintax

    - by okami
    I'm looking for the sintax of the getter/setter. Which is the setter and which is the getter?? Is the readwrite attribute the getter? Is the assign the setter? @interface SomeClass : NSObject { NSString *str; NSDate *date; } @property (readwrite, assign) NSString *str; @property (readwrite, assign) NSDate *date;

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  • Unity 3d (Using Blender) - anime/manga/cel-shaded style characters

    - by David Archer
    Making a game using Blender for 3D models and Unity for the game engine. Just wondering if anyone knows any links to pages that give a tutorial on Japanese anime style 3D modelling, texturing and shading through blender. I'm actually looking to create a cel-shaded look eventually (read: Okami/Jet Set Radio style) and I'm kind of stuck with the design stuff. I'm not a Blender expert by any means, and still kind of new to the design side of things (I'm a programmer by trade), so please don't vote me down too hard. I've tried googling, but there doesn't seem to be much in the way of what I'm after. The only thing I've found really is a plugin for blender called freestyle, or using the ToonShader shading tool. If there are any good tutorials or anything, I'm really happy to sit through them - just want to learn :) Thanks for any help :)

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  • Game Development: How do you make a story game?

    - by Martijn Courteaux
    Hi, I made already a few simple games: enter a level, get up to the end, continue to the next level. But I'm still wondering how "real" game developers create games with a story. Here are a few things what a story game has (and where I'm wondering about how they make it) : A sequence of places the player have to visit and do there that, that and that. The first time you see a guy, he says just hello. After a few hours game progress, he gives you a hint to go to a specific place. The first time you walk over a bridge nothing happens, a second time: the bridge falls and you will enter a new location under the bridge. The first time you enter a new location, you will get a lot of information from e.g. villagers, etc. Next time nothing happens The last points are a bit three times the same. But, I don't think they have a save-file with a lot of booleans and integers for holding things like: Player did the first time .... Player enters the tenth time that location Player talked for the ###th time to that person etc When I talk about story games, I'm thinking to: The Legend of Zelda (all games of the serie) Okami And this are a few examples of level-in-level-out games: Mario Braid Crayon Physics Thanks

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