-
Updated
Sep 17, 2020 - C++
Game engine
Game engines are software frameworks for game development. Game engines do the heavy lifting for developers so they can focus on other aspects of game development.
Here are 3,137 public repositories matching this topic...
-
Updated
Aug 8, 2020
-
Updated
Sep 17, 2020 - C++
-
Updated
Sep 13, 2020 - JavaScript
-
Updated
Sep 10, 2020 - JavaScript
-
Updated
Sep 17, 2020 - C++
-
Updated
Sep 16, 2020 - C#
When hovering over the life or mana orbs the current and maximum should be displayed, like this:
Life: X / Y
Mana: X / Y
The strings for "Life" and "Mana" will likely come from the string tables.
Currently if the game master receives a sync event for a non-existent matchID it initialises that match implicitly:
This code persists the game state using the storage layer’s setState method. This can create inconsistencies, because the match’s initial state isn’t sto
-
Updated
Sep 9, 2020
-
Updated
Aug 30, 2020 - C++
We moved from Jenkins to GitHub Actions for CI in amethyst/amethyst#2382 -- we wanted to ship that so we can get CI working in general for folks again. Here's a list of other things we would like to do soon. Please comment if you have more ideas!
Each item should have individual issue(s) and/or PR(s) opened for them. Let me know in a comment and I'll add a link next t
-
Updated
Sep 16, 2020 - JavaScript
-
Updated
Sep 16, 2020 - C++
-
Updated
Jun 26, 2020 - C#
-
Updated
Sep 17, 2020 - C++
Currently we are utilizing features to selectively enable/disable dynamic plugin loading code throughout the bevy codebase. @Dispersia had the good idea to move this to a separate crate, which I think should be possible. This would simplify the cargo features and move all of the dynamic plugin loading code to one spot.
-
Updated
Sep 14, 2020 - C#
-
Updated
Sep 9, 2020 - JavaScript
-
Updated
Sep 17, 2020 - C++
-
Updated
Sep 15, 2020 - C++
-
Updated
Sep 12, 2020 - Go
Release Type: Official Release
Version: Version 4.0
Platform(s): All
Describe the bug
if you don't add a physics shape to the character component and call any physics function for that character you'll get the following error : Unhandled Exception: System.InvalidOperationException: Attempted to call a Physics function that is avaliable only when the Entity has been alread
-
Updated
Sep 13, 2020 - C++
-
Updated
Aug 9, 2020 - Rust
Currently is not possible to drop a file or group of files (or folders) from the desktop to a Panda3d window. In my case, as I am doing a media player/file sequence flipbook, it would be a great feature. Don't know if it would be useful for a game, but any kind of application that uses P3D as the backend would have a benefit of it.
RBD mentioned the following:
"On Windows, from a cursory loo
- Wikipedia
- Wikipedia
Required skills: Python
Difficulty: Easy
openage currently stores information about a game edition or expansion inside an
Enum, e.g. media paths, support status, etc. We should store this information in an auxiliary file instead, similar to #1312. That would make updating and correcting game information easier as we no longer have to replace chunks of code.The recommended appro