-
Updated
Nov 19, 2021 - C++
Game Development
Video game developers take a designer's concepts and build them into a playable game for users. Video game developers, also known as games developers or video game programmers, write code for games for a variety of formats, such as PCs, consoles, web browsers and mobile phones.
Here are 11,812 public repositories matching this topic...
-
Updated
Nov 16, 2021 - JavaScript
-
Updated
Nov 15, 2021
-
Updated
Oct 10, 2021 - C++
Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:
INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
-
Updated
Nov 17, 2021 - C++
-
Updated
Oct 1, 2021
-
Updated
Nov 19, 2021 - C++
The Terrain Brush can fill full tiles by holding Control. It is mentioned in the manual, but it would be nice if this feature was easier to discover. Also some people may want this mode to be the default, so that they don't have to hold Control all the time.
I'd suggest we add a toggle button, or two buttons to switch between, to the toolbar for the Terrain Brush. It should allow changing the c
-
Updated
Nov 18, 2021 - C++
-
Updated
Oct 24, 2021 - Python
-
Updated
Nov 18, 2021 - JavaScript
-
Updated
Jul 12, 2021
-
Updated
Nov 19, 2021 - C++
All of the CI builds are flavors of linux. It'd be great to add some Windows / Mac ones.
Anybody know github actions and want to help out?
Tracking issue for improving the egui docs. Other suggestions for improvements welcome!
All doc-examples need to be part of the doctests (i.e. they should never be marked ignore, though no_run can maybe sometimes be motivated).
egui
The crate-level docs for egui (at https://docs.rs/egui generated from egui/src/lib.rs) sh
-
Updated
Nov 18, 2021 - Go
-
Updated
Sep 30, 2021 - C#
-
Updated
Nov 19, 2021 - C#
-
Updated
Nov 4, 2021
-
Updated
Nov 17, 2021 - Haskell
Is your feature request related to a problem? Please describe.
I would like the Game Server de-scheduling logic to be more accurate based on GS states or tune-able in the context of a single node.
Given the following scenario:
1 hot game server exists and 0 sessions exist. A session is requested via the Matchmaker.
The matchmaker creates a GameServerAllocationRequest to set GS1 to `All
-
Updated
Nov 3, 2021 - TypeScript
-
Updated
Nov 4, 2021 - C++
Now that we have officially dropped support for these two things, there is obsolete python code in src_py and in tests (at least).
I was wondering if @rethanon, @bydariogamer, or @Grimmys wanted to do some code cleaning on this one. I think it would be up your collective wheelhouses.
Breaking this into 4 distinct chunks for separate pull requests:
- first half of the tests (
-
Updated
Nov 16, 2021 - C++
-
Updated
Nov 19, 2021 - C++
-
Updated
Oct 1, 2021 - CMake
- Wikipedia
- Wikipedia
See:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras