game
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Issue details
Camera.unproject does not return original value
Reproduction steps/code
public void create() {
Vector2 tmpvec = new Vector2();
tmpvec.set(0, 0);
Stage stage = new Stage(new ScreenViewport());
stage.stageToScreenCoordinates(tmpvec); // has the correct screen coords;
stage.screenToStageCoordinates(tmpvec);
add engine panda3d
Main site: https://www.panda3d.org/
Source: https://github.com/panda3d/panda3d
Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. Panda3D is open-source and free for any purpose, including commercial ventures, thanks to its liberal license.
Suggest on README.md
I think a better "point of view" can be omitted for better reading because everyone knows what you are talking about, which the sample code might not compatible on their machines or browsers
Basic info
Application name: Awesome Streamlit
Application repo link: https://github.com/marcskovmadsen/awesome-streamlit
Application home link: https://awesome-streamlit.org/
Application Docs: https://awesome-streamlit.readthedocs.io/
Application Docker Image: https://cloud.docker.com/u/marcskovmadsen/repository/docker/marcskovmadsen/awesome-streamlit
**Application
Right now we give the following information (e.g.):
openage v0.4.0-69-g9412facd
opengl
MSVC 19.16.27032.1 [/DWIN32 /D_WINDOWS /W3 /GR /EHsc /MP]
Cython 0.29.14
For future debugging on the user side we could give more information:
- OpenGL version number
- nyan-lib version number
- libc
- sdl-version
- Qt-version
- maybe even opus-codec version
In addition:
jj quote:
Currently, when entering epic mode the README is frozen in the last level of the tower. When you're trying to fine-tune the score for a level other than the last one, it would be helpful if we had the README for that level available. The proposal is that when entering epic mode, the README is updated with all levels, one following the other.
Example:
# Starbolt - beginnerCurrently documented bugs: The DSF Buglist for Diablo v1.09 (Lurker Lounge)
The goal of this issue is to document any new bugs we come across while examining the code that are native to the original game. This will help us fix them later on when we make mods/ports.
New bugs discovered (last update 06/24/18)
- When casting a
Just an idea for a small enhancement: now that we can address the pixel scaler via keyboard shortcuts, you no longer see what factor is set when using keys. Thus I was thinking it'd be nice to inform the user via a quick text overlay, much like the fps counter, just one that immediately fades out in ~2 seconds.
"x1"
"x1.25"
"x1.5"
...in the bottom middle of the screen, or on top of the
Code Documentation
There is very little documentation available for the source code. As such, the source is highly difficult to understand and interpret by others. Please consider adding in appropriate documentation as soon as possible.
- Who should we send the letter to? CEO, CTO, ..?
- How sould we send the letter? Via email, post it oldskool, make a video, via social media..?
My first game on OSX, I have 3 Mills, each time i try to inspect 2 of them the UI crashes, I can inspect other buildings just fine.
Citybound version: v0.1.2-790-g7c076e3
Error: Rust WASM error: panicked at 'capacity overflow', src/liballoc/raw_vec.rs:746:5
Module.STDWEB_PRIVATE.to_js($1);Module.STDWEB_PRIVATE.from_js($0, in ../target/wasm32-unknown-unknown/release/cb_browser_ui.js 649:1
Hi, this is really a nice work, this can become a greater tutorial but I think it needs some improvements because, I'm a beginner, and not everything is straightforward to understand. I have not yet completely read the whole article, I just stopped to first sections. The goal of this article is to be understandable for beginners but it uses a lot of terms not really introduced and therefore diffic
Hi,
Thanks for your nice code and documentation.
I saw the report from Kevin Chen where he experimented with three difficulty levels (easy, medium, hard) of the game. Can you please tell me which difficulty level the game is set in your code ? and How to change the difficulty level if I want to?
I guess, it's related to value of PIPEGAPSIZE in wrapped_flappy_bird.py.. currently it's se
The spacing between the lines in the credits screen does not match the official D2 client. The spacing needs to be adjusted to accurately match what the original client does.
Since Loop doesn't say anything about rendering, maybe we could change this div to React.Fragment?
I'm happy to make a PR if it's okay.
Run Jenny-Server.bat from Windows command line.
Press CTRL-C to return to command line. Observe this crash:
Server is listening on port 3333...
String reference not set to an instance of a String.
Parameter name: s
Terminate batch job (Y/N)?
Describe the bug:
The order of the settings and the names of the settings are different between the beatmap details listed in song select and the settings panel for Difficulty Adjust. This can cause some confusion when looking between the settings and the beatmap details.
Screenshots or videos showing encountered issue:
Details in song select:

I think there is more Information needet,about Ban status to the User,
and SuperUser Should ever Connnecting to the Server.
I'm noticing that png files with alpha values don't have the setColor alpha values applied when using Flat3D shader (ex. setColor({1.f, 1.f, 1.f, 0.f}) still displays the image).
I'm currently using StbImageImporter for image importing.
Other Peculiarities
- png images with transparent backgrounds have their transparent colours displayed as hard colours (ex. black or white instead of tr
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I was having trouble with
getBoundsduring a render pass onto a render-texture; I traced it to this part inRenderer: