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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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  • What are the statuses in terms of popularity and ease of use for Qt's Webkit and Wt? [closed]

    - by Holland
    Are web frameworks like Wt and Qt's Webkit becoming a viable opportunity for C++ programmers to step into server side development for web applications through combining client-side JavaScript code with HTML/CSS and C++ for the backend? Disclaimer This is not to start a language holy war, with floods of opinions on why this or that is better, or shouldn't be used to produce web applications. I am merely looking for information in regards to these two frameworks, in terms of experience from people who have used these before and would be able to comment on it.

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  • Making a 2D game with responsive resolution

    - by alexandervrs
    I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD PNG sprites/backgrounds which are a power of 2, so they scale nicely. No vectors. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • GWT (Google Web Toolkit) - Développez des Applications Internet Riches (RIA) en Java de Damien Picard, critique par Benwit

    Je viens de lire le 3° ouvrage sur GWT en français, celui de Damien PICARD aux éditions ENI. [IMG]http://images-eu.amazon.com/images/P/2746058308.08.LZZZZZZZ.jpg[/IMG] Citation: Ce livre sur GWT (Google Web Toolkit) s'adresse aux développeurs Java souhaitant créer des applications RIA sans passer par JavaScript ou aux développeurs web confirmés (JavaScript/XHTML/CSS) désireux de disposer d'un framework décuplant leur productiv...

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  • How to use batch rendering with an entity component system?

    - by Kiril
    I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch rendering to reduce calls to the drawing routine. What would be the best way to integrate this with an engtity system? I thought about creating and populating the sprite batche every frame update, but that will probably be very slow. A better way would be to add a reference to an entity's quad to the sprite batch at initialization, but that would mean that the entity factory has to be aware of the Rendering System or that the sprite batch has to be a component of some Cache entity. One case violates encapsulation pretty heavily, while the other forces a non-game object entity in the entity system, which I am not sure I like a lot. As for engine, I am using Love2D (Love2D website) and FEZ ( FEZ website) as entity system(so everything is in Lua). I am more interested in a generic pattern of how to properly implement that rather than a language/library specific solution. Thanks in advance!

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • Collision detection, stop gravity

    - by Scott Beeson
    I just started using Gamemaker Studio and so far it seems fairly intuitive. However, I set a room to "Room is Physics World" and set gravity to 10. I then enabled physics on my player object and created a block object to match a platform on my background sprite. I set up a Collision Detection event for the player and the block objects that sets the gravity to 0 (and even sets the vspeed to 0). I also put a notification in the collision event and I don't get that either. I have my key down and key up events working well, moving the player left and right and changing the sprites appropriately, so I think I understand the event system. I must just be missing something simple with the physics. I've tried making both and neither of the objects "solid". Pretty frustrating since it looks so easy. The player starting point is directly above the block object in the grid and the player does fall through the block. I even made the block sprite solid red so I could see it (initially it was invisible, obviously).

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  • Responsive Design for your ADF Faces Web Applications

    - by Shay Shmeltzer
    Responsive web applications are a common pattern for designing web pages that adjust their UI based on the device that access them. With the increase in the number of ADF applications that are being accessed from mobile phones and tablet we are getting more and more questions around this topic. Steven Davelaar wrote a comprehensive article covering key concepts in this area that you can find here. The article focuses on what I would refer to as server adaptive application, where the server adapts the UI it generates based on the device that is accessing the server. However there is one more technique that is not covered in that article and can be used with Oracle ADF - it is CSS manipulation on the client that can achieve responsive design. I'll cover this technique in this blog entry. The main advantage of this technique is that the UI manipulation does not require the server to send over a new UI when a change is needed. This for example allows your page to change immediately when you change the orientation of your device. (By the way this example was developed for one of the seminars in the upcoming Oracle ADF OTN Virtual Developer Day). In the demo that you'll see below you'll see a single page that changes the way it is displayed based on the orientation of the device. Here is the page with the tablet in landscape and portrait: To achieve this I'm using a CSS media query in my page template that changes the display property of a couple of style classes that are used in my page. The media query has this format: @media screen and (max-width:700px) {            .narrow {                display: inline;            }            .wide {                display: none;            }            .adjustFont {                font-size: small;            }            .icon-home {                font-size: 24px;            }        } This changes the properties of the same styleClasses that are defined in my application's skin. Here is a quick demo video that shows you the full application and explains how it works. For those looking to replicate this, here are the basic files: skin1.css @charset "UTF-8";/**ADFFaces_Skin_File / DO NOT REMOVE**/@namespace af "http://xmlns.oracle.com/adf/faces/rich";@namespace dvt "http://xmlns.oracle.com/dss/adf/faces";.wide {    display: inline;}.narrow {    display: none;}.adjustFont {    font-size: large;}.icon-home {        font-family: 'UIShellUGH';    -webkit-font-smoothing: antialiased;        font-size: 36px;        color: #ffa000;} pageTemplate: <?xml version='1.0' encoding='UTF-8'?><af:pageTemplateDef xmlns:af="http://xmlns.oracle.com/adf/faces/rich" var="attrs" definition="private"                    xmlns:afc="http://xmlns.oracle.com/adf/faces/rich/component">    <af:xmlContent>        <afc:component>            <afc:description>A template that will work on phones and desktop</afc:description>            <afc:display-name>ResponsiveTemplate</afc:display-name>            <afc:facet>                <afc:facet-name>main</afc:facet-name>            </afc:facet>        </afc:component>    </af:xmlContent>    <meta name="viewport" content="width=device-width, initial-scale=1"/>    <af:resource type="css">@media screen and (max-width:700px) {            .narrow {                display: inline;            }            .wide {                display: none;            }            .adjustFont {                font-size: small;            }            .icon-home {                font-size: 24px;            }        }@font-face {            font-family: 'UIShellUGH';            src: url(data:application/x-font-woff;charset=utf-8;base64,d09GRk9UVE8AA..removed code here...AzV6b1g==)format('truetype');            font-weight: normal;            font-style: normal;        }    </af:resource>    <af:panelGroupLayout id="pt_pgl4" layout="vertical" styleClass="sizeStyle">        <af:panelGridLayout id="pt_pgl1">            <af:gridRow marginTop="5px" height="40px" id="pt_gr1">                <af:gridCell marginStart="5px" width="100%" marginEnd="5px" id="pt_gc1">                    <af:panelGroupLayout id="pt_pgl3" halign="center" layout="horizontal">                        <af:outputText value="h" id="ot2" styleClass="icon-home"/>                        <af:outputText value="HR System" id="ot3" styleClass="adjustFont"/>                    </af:panelGroupLayout>                </af:gridCell>            </af:gridRow>            <af:gridRow marginTop="5px" height="auto" id="pt_gr2">                <af:gridCell marginStart="5px" width="100%" marginEnd="5px" id="pt_gc2" halign="stretch">                    <af:panelGroupLayout id="pt_pgl2" layout="scroll">                        <af:facetRef facetName="main"/>                    </af:panelGroupLayout>                </af:gridCell>            </af:gridRow>            <af:gridRow marginTop="5px" height="20px" marginBottom="5px" id="pt_gr3">                <af:gridCell marginStart="5px" width="100%" marginEnd="5px" id="pt_gc3">                    <af:panelGroupLayout id="pt_pgl5" layout="vertical" halign="center">                        <af:separator id="pt_s1"/>                        <af:outputText value="Copyright Oracle Corp. 2013" id="pt_ot1" styleClass="adjustFont"/>                    </af:panelGroupLayout>                </af:gridCell>            </af:gridRow>        </af:panelGridLayout>    </af:panelGroupLayout></af:pageTemplateDef> Example from the page:                         <af:gridRow id="gr3">                            <af:gridCell id="gc7" columnSpan="2">                                <af:panelGroupLayout id="pgl8" styleClass="narrow">                                    <af:link text="Menu" id="l1">                                        <af:showPopupBehavior triggerType="action" popupId="p1" align="afterEnd"/>                                    </af:link>                                </af:panelGroupLayout>                                <af:panelGroupLayout id="pgl7" styleClass="wide">                                    <af:navigationPane id="np1" hint="buttons">                                        <af:commandNavigationItem text="Departments" id="cni1"/>                                        <af:commandNavigationItem text="Employees" id="cni2"/>                                        <af:commandNavigationItem text="Salaries" id="cni3"/>                                        <af:commandNavigationItem text="Jobs" id="cni4"/>                                        <af:commandNavigationItem text="Services" id="cni5"/>                                        <af:commandNavigationItem text="Support" id="cni6"/>                                        <af:commandNavigationItem text="Help" id="cni7"/>                                    </af:navigationPane>                                </af:panelGroupLayout>                            </af:gridCell>                        </af:gridRow>

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • Dividing up spritesheet in Javascript

    - by hustlerinc
    I would like to implement an object for my spritesheets in Javascript. I'm very new to this language and game-developement so I dont really know how to do it. My guess is I set spritesize to 16, use that to divide as many times as it fits on the spritesheet and store this value as "spritesheet". Then a for(i=0;i<spritesheet.length;i++) loop running over the coordinates. Then tile = new Image(); and tile.src = spritesheet[i] to store the individual sprites based on their coordinates on the spritesheet. My problem is how could I loop trough the spritesheet and make an array of that? The result should be similar to: var tile = Array( "img/ground.png", "img/crate.png" ); If possible this would be done with one single object that i only access once, and the tile array would be stored for later reference. I couldn't find anything similar searching for "javascript spritesheet". Edit: I made a small prototype of what I'm after: function Sprite(){ this.size = 16; this.spritesheet = new Image(); this.spritesheet.src = 'img/spritesheet.png'; this.countX = this.spritesheet.width / 16; this.countY = this.spritesheet.height / 16; this.spriteCount = this.countX * this.countY; this.divide = function(){ for(i=0;i<this.spriteCount;i++){ // define spritesheet coordinates and store as tile[i] } } } Am I on the right track?

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  • Starting an HTML canvas game with no graphics skills

    - by Jacob
    I want to do some hobby game development, but I have some unfortunate handicaps that have me stuck in indecision; I have no artistic talent, and I also have no experience with 3D graphics. But this is just a hobby project that might not go anywhere, so I want to develop the stuff I care about; if the game shows good potential, my graphic "stubs" can be replaced with something more sophisticated. I do, however, want my graphics engine to render something approximate to the end goal. The game is tile-based, with each tile being a square. Each tile also has an elevation. My target platform (subject to modification) is JavaScript rendering to the HTML 5 canvas, either with a 2D or WebGL context. My question to those of you with game development experience is whether it's easier to develop an isometric game using a 2D graphics engine and sprites or a 3D game using rudimentary 3D primitives and basic textures? I realize that there are limitations to isometric projection, but if it makes developing my throwaway graphics engine easier, I'm OK with the visual warts that would be introduced. Or is representing a 3D world with an actual 3D engine easier?

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  • Broad topics needed for teaching game development

    - by livingtech
    I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is meant to be an introduction. My question is, what broad topics are needed to understand game development? I acknowledge that this is fairly subjective, but I really am hoping for a comprehensive list of high-level topics that apply to a broad enough swath of games that anyone interested in the topic SHOULD know about them. I would be ecstatic with some pointers to any resources that attempt to make a list such as this this. (I have looked, but my google-fu is failing me tonight.) Here's what I have so far: The Game Loop a sub-note about event driven games 2D Animation sprites/texture maps 3D Animation importance of frameworks modeling software Particles and particle effects hit detection AI Obviously I will not be covering all these topics with any depth, more like simply defining them so that after my talk, the audience will (hopefully) be able to wrap their heads around how any given game might be developed. What am I missing?

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  • Why does DVD playback still not work after installing libdvdcss2?

    - by mac9416
    I have installed libdvdcss2, but I still get this error when trying to play DVDs: libdvdread4 was installed by default (This is a new System76 Pangolin Performance). I ran the install-css.sh script, and it completed with no problems. I can confirm that libdvdread4 and libdvdcss2 are installed: mac9416@charlotte:~$ dpkg -l | grep dvdcss ii libdvdcss2 1.2.12-0.0medibuntu1 Simple foundation for reading DVDs - runtime libraries mac9416@charlotte:~$ dpkg -l | grep dvdread ii libdvdread4 4.2.0-1ubuntu3 library for reading DVDs

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  • WordPress Plugins to Help Make Your Site Responsive

    - by Ravish
    Ultimate Coming Soon Page Ultimate Coming Soon Page plugin allows you quickly and easily set up a coming update page for your website. It has includes some feature like completely customizable with background color and image, add custom CSS and HTML, collect emails, option to stretch background image according to browser etc. WP Orbit Slider [...] Related posts:Responsive WordPress Theme Eleven40 by Studiopress 10 Useful Admin WordPress Plugins 15 Useful SEO Plugins For WordPress

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  • Why is Internet Explorer the only browser to be referred to by version when talking about compatibility?

    - by Rue Leonheart
    Whenever I read something or hear someone talking about HTML5, CSS and JavaScript support, they always refer to Internet Explorer with the version number such as Internet Explorer 6, and Internet Explorer 9. But they only refer to Google Chrome, Firefox, Safari and others without version numbers. Shouldn't they also specify the version number in which certain web technologies are incompatible for other browsers instead of just Internet Explorer?

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  • How do I render only part of a texture to a point sprite in OpenGL ES for Android?

    - by nbolton
    Using the libgdx framework, I've figured out how to render a texture to a point sprite. The problem is, it renders the entire texture to the point sprite, where I only want a small part of it (since it's an isometric tile image). Here's a snippet from some demo code I wrote... create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.internal("data/tiles2.png"), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl.glEnable(GL11.GL_POINT_SPRITE_OES); Gdx.gl11.glTexEnvi( GL11.GL_POINT_SPRITE_OES, GL11.GL_COORD_REPLACE_OES, GL11.GL_TRUE); Gdx.gl10.glPointSize(s); tiles.bind(); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); renderer.begin(GL10.GL_POINTS); // render 3 point sprites at various 3d points renderer.vertex(-.1f, 0, -.1f); renderer.vertex(0, 0, 0); renderer.vertex(.1f, 0, .1f); // ... more vertices here if needed (one for each sprite) ... renderer.end(); }

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  • Valid robots.txt? [closed]

    - by psot
    I am waiting for Google to crawl my site and display the results in search. Is my robots.txt alright and will it let google, bing etc crawl my site? Thanks! User-agent: * Disallow: /cgi-bin/ Disallow: /wp-admin/ Disallow: /wp-includes/ Disallow: /wp-content/ Disallow: /build/ Disallow: /css/ Disallow: /trackback/ Disallow: /comments Disallow: /assets/graphics/ Disallow: /assets/visual/ Disallow: /category/*/* Disallow: */trackback Disallow: */feed Disallow: */comments Disallow: /*?* Disallow: /*? User-agent: Slurp Disallow: / User-agent: Baiduspider Disallow: / User-agent: ia_archiver Disallow: / User-agent: duggmirror Disallow: / User-agent: Yandex Disallow: / Sitemap: http://example.com/sitemap.xml.gz

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  • Disqus integration in website.. what is wrong??

    - by Thieme Hennis
    hi, I try to embed a disqus forum in a website I created. I used the exact code and instructions they give on the installation instructions. I just don't get it. Not much on Google either. Is something wrong in the code? Should I change anything? <!DOCTYPE HTML> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <link rel="shortcut icon" href="../favicon.ico"> <title>Little Louie | Hennis &amp; Blaisse Lovers Productions</title> <META NAME="keywords" CONTENT="some,tags"> <link href="../style2.css" rel="stylesheet" type="text/css"> </head> <body> <p><b>Some text</p> <p> <div id="disqus_thread"></div> <script type="text/javascript"> (function() { var dsq = document.createElement('script'); dsq.type = 'text/javascript'; dsq.async = true; dsq.src = 'http://littelouie.disqus.com/embed.js'; (document.getElementsByTagName('head')[0] || document.getElementsByTagName('body')[0]).appendChild(dsq); })(); </script> <noscript>Please enable JavaScript to view the <a href="http://disqus.com/?ref_noscript=littelouie">comments powered by Disqus.</a></noscript> <a href="http://disqus.com" class="dsq-brlink">blog comments powered by <span class="logo-disqus">Disqus</span></a> </p> <p> <script type="text/javascript"> var disqus_shortname = 'littelouie'; (function () { var s = document.createElement('script'); s.async = true; s.src = 'http://disqus.com/forums/littelouie/count.js'; (document.getElementsByTagName('HEAD')[0] || document.getElementsByTagName('BODY')[0]).appendChild(s); }()); </script> </p> </body> </html>

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  • Javascript - is this a grey area for anyone else?

    - by Anonymous -
    I have a firm understanding of HTML, CSS, PHP, MySQL (and to some extent apache/linux) and find that one of the things missing from my 'web development knowledge base' is javascript - creating richer user interfaces. I'd like to learn Javascript before I look at any frameworks (I've used light javascript/jquery before, but that's besides the point). Can anyone recommend a firm book or online documentation from 'absolute beginner' to 'expert' for javascript? I seem to be finding too many 'display the time' and 'hello world' tutorials...

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  • Making a game with responsive resolution

    - by alexandervrs
    I am making a game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD sprites/backgrounds which are a power of 2, so they scale nicely. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • how to fetch the website code in my local machine

    - by vipin8169
    i have a local GIT repository in my system by name 'git_repo' under which i had the whole codebase for a website(pre-configured by someone else), including all the jsps, js, css etc. I used the following commands to create the local git repository out of the main repository: git branch //to show the current branch git checkout -b branch_local_name origin/Main_branch_name //to create local repository in current branch git fetch //to fetch the current build Accidently, i deleted all the contents of the local folder and i don't know what to do fetch the contents of that website again. Please help !!!

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