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I'm trying to find an algorithm that does not require giving any form of credit to use (like perlin noise) and can be used for generating caves under a height map that can make holes in the terrains
❓ Question: I'm developing an FPS shooter in Unreal Engine 5 and currently working on the aiming mechanics for keyboard and mouse (KBM). I want to implement an aim assist system that uses ray casti...
I made a valley with terrain maker in unity , attached a empty gameobject to it, gave it a box collider. Gave my valley a rigid body and also gave my player(cube) a rigid body and a box collider. I...
Relevant to this issue are two MonoBehaviour scripts: Actor and Player. Actor handles velocity, movement, things like that. Player uses inputs to control an Actor component. This is the code: [
I’m in the process of designing a threejs-based webxr engine for simple VR games. Right now, I’m working on implementing physics with cannon-es, but I’m struggling to figure out how to sync the pla...
I'm currently working on my game. I would like to generate the world map with Perlin noise, and wrap it just like a real world map. I've found a algorithm to create a map wrapped along X and Y axis:
I'm looking for a file format to store and load 3D models with skeletal animation data, which is free to use and distribute without licence restrictions. I've evaluated formats like glTF and Collad...
Version 4.4 I am starting to learn Godot by creating a game in which my ‘Player’ scene is instantiating and adding a ‘Ball’ scene as its child on starting the game. I position the Ball at a distanc...
I'm working on a C++ game engine for my own projects. It's divided into two parts: one which handles basic functionality like logging, cross-platform abstractions, filesystem utilities, etc., and a...
Suppose you have two overlapping spheres \$A\$ and \$B\$, with centers \$c_{A}\$ and \$c_{B}\$ and radii \$r_{A}\$ and \$r_{B}\$. Let \$n = \operatorname{normalize}(c_{B} - c_{A})\$ be the collision
I'm working on a project where audio propagates through a series of rooms and portals. This is modeled by finding all paths from a source to listener and then merging their contributions into a final
I am a fairly new user of pygame and i decided to start out with a simple but 'funny' game. I have successfully implemented jumping mechanics, movement mechanics and a one directional shooting mech...
How can I edit maps from campaign to make them work in the Assault Coop mod in Far Cry 1? There are some campaign maps in the Assault Coop mod, but not all the maps. For the moment, I opened the maps
I'm using the UI Dropdown component which lets you set the text of an option (OptionData) only. The value of an option is the index position in the options list, so there is no way to set this. My
I created a custom skybox shader featuring a black sky with only the moon and its halo. The moon responds realistically to the scene’s directional light (sunlight), which creates a convincing effect.
What is the neatest way in a strict OOP language (c++ say) to avoid the following circular dependency. Imagine I create a character class and a world class. A character requests data from the world...
I am facing the same problem over and over again with Dynamic Lights in Unity and don't know where next to look. I am still learning Unity so maybe I'm missing something trivial because it happens ...
My unity project is 2D universal. My goal here is to create a comic-like panel with outlines behind objects that have certain tags. This panel should follow the rotation and size change of said obj...
Godot 4.2 @export is rather useful as a time saving feature for node customization. We already have the @export_enum that can give user a dropdown list of choices. However, @export_enum is "st...