libgdx
Here are 890 public repositories matching this topic...
-
Updated
Feb 21, 2020 - Java
As a new player who hadn't played Civ 5, I spent plenty of time referring to the Civilopedia and Tutorials. I think that's fine. But there were some things I couldn't find anywhere in any of those, which I ended up having to refer to the Wikia for Civ 5 to get clarification on, or in some cases which I'm still not clear on.
It'd be great if the Civilopedia or Tutorials could have some entry so
Issue details
It seems that once the path is found or not found, subsequent calls to PathFinderRequest.search will throw an exception. I was receiving the exception in my game and it took some time to figure out. I would expect that calling search after the path is found or not found would just immediately return true.
Version of gdx-ai and/or relevant dependencies
1.9.6
Sta
Cyberpunk is an opinionated Kotlin LibGDX framework that aims to be on a little higher abstraction level than KTX. Some of its utilities are generic enough to make it into KTX. In particular, we should look into:
- Screenshot utilities.
- Profiling.
- Camera utilities.
- Image and text helpers.
-
Updated
Feb 11, 2020 - Java
-
Updated
Feb 21, 2020 - Java
-
Updated
Feb 21, 2020 - Java
Selecting LH components list for RH only animation results in a null layer. Temp fix referenced below checks for null layer and ignores.
Some layers are missing -- e.g., left hand swing does not contain any weapons in the right hand (appears to be HTH only is added for RH).
I think both of these issues are related and additional logic might be required for adding the missing layers f
As #448 showed, for (at least some) core ships and stations, the collision meshes can be a bit off. Check all of them and fix whatever needs fixing.
-
Updated
Feb 16, 2020 - Java
Hello,
It is not clear how to import the Talos runtime into a libGDX Gradle project. This is typically listed in the README file of the project with other GDX related libraries. I was able to figure it out through some sleuthing, but I find it hard to believe that most people have tested your library beyond just using the editor. Thank you for your consideration.
-
Updated
Feb 15, 2020 - Kotlin
Special relativity shaders with relativistic aberration are already in place. We should add a new relativistic camera which makes use of them in a user-friendly way.
Documentation
Could you add some user documentation to the wiki? I built Mundus from the Git repo, downloaded the MundusDemo project from the other Github project, but all I could figure out how to do was move the camera XYZ with the QWEASD keys. I installed (and tested) fbx-conv and pointed to it in Mundus settings, but still all OBJ imports failed, advising to pick the right file and set the right fbx-conv. C
-
Updated
Jan 29, 2020 - Kotlin
-
Updated
Feb 20, 2020 - Java
-
Updated
Feb 18, 2020
-
Updated
Jan 18, 2020 - Kotlin
-
Updated
Feb 21, 2020 - Java
Improve this page
Add a description, image, and links to the libgdx topic page so that developers can more easily learn about it.
Add this topic to your repo
To associate your repository with the libgdx topic, visit your repo's landing page and select "manage topics."
Issue details
Camera.unproject does not return original value
Reproduction steps/code