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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.
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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
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Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
- Go to 'map engine test'
- Press the key 'n' until you get to Tristam.
- Wait about 3 seconds '....'
- See the fire effects that are on the ground stop animating. This same problem seems to occur on all maps but it's easiest to find in Tristam.
**Expected beha
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Is there a way to hide the debug panel by default and if not, would you take a PR for an option to do that? Additionally, would you accept a PR for an option to hide the new button for the debug panel?
My use case is that I bring up the panel to switch between players when testing but I don't need it shown by default. The new button also interferes with parts of my UI.
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Tasks
- Fix ron file to use expected format
Reproduction Steps
cd examples/animation && cargo run
What Actually Happened
[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/shareddata/share/prog/rust/amethyst/examples/animation/assets/prefab/animation.ron"): 8:1: Expected map
[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/sh
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What could be improved
Based on this issue: flame-engine/flame#954, I noticed that we could also go for the same approach for the packages' unit/widget tests execution,
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Is your feature request related to a problem? Please describe.
Easy to work around but no reason to prevent users to add multiple lights on the same entity.
Use case:
Ambient and directional light to have just one entity handling 'sun light', directional for direct and ambient for indirect.
Spot and point light for a lighthouse's beam.
- Wikipedia
- Wikipedia
See:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras