Java-Gaming.org Hi !
Featured games (87)
games approved by the League of Dukes
Games in Showcase (649)
Games in Android Showcase (181)
games submitted by our members
Games in WIP (700)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 [2] 3 4 ... 10
 11 
 on: 2016-02-11 17:47:06 
Started by Zeldar - Last post by VaTTeRGeR
You can set a transformation-matrix in the SpriteBatch
This sets rotation, transformation and scale.

 12 
 on: 2016-02-11 17:19:50 
Started by Zeldar - Last post by Zeldar
In slick2D,we had something like
1  
2  
3  
4  
5  
6  
g.rotate(px, pY, angle)
Stuff to draw
Stuff to draw
Stuff to draw
...
g.rotate(pX,pY, -angle)


So that everything between the "g.rotate" will be rotated, is there a Libgdx equivalent?

 13 
 on: 2016-02-11 15:04:36 
Started by stuart6854 - Last post by relminator
Why not use some sort of a virtual screen?  ie, 640x480 then just scale and add letterboxes to keep aspect ratio?

 14 
 on: 2016-02-11 14:58:20 
Started by stuart6854 - Last post by stuart6854
Alright, thanks.

 15 
 on: 2016-02-11 14:55:00 
Started by stuart6854 - Last post by KaiHH
There is no standard for this.
This is like asking for a standard on which skrewdriver to use. It depends on your use case.
Exactly the thoughts that you are doing right now will lead you to a solution that works best for your application/usecase.

 16 
 on: 2016-02-11 14:54:42 
Started by theagentd - Last post by relminator
If it's just affine mapping(and if you can reaf basic), I wrote something about that 10 or 15 years ago:

http://rel.phatcode.net/mytutes/3dtutes/chapter3/chapter3.htm

Scroll down a bit for the triangle texturing part(split in two like Riven said). 

 17 
 on: 2016-02-11 14:25:59 
Started by stuart6854 - Last post by stuart6854
Hello, I am wandering what the best way to setup a orthographic projection(left, right, bottom, top) is? I know of the (-1, 1, -1, 1) way and the (0, windowWidth, windowHeight, 0) way. Are there any other know/popular ways to define it(Whats the standard)?

  • The first one means that all position coords(absolute values) would possibly need to be converted down to screen coords, eg. position [2, 1] would have to be converted to [0.2, 0.1].
  • The second would mean that i have to use large values for movement velocity(or multiply movement velocity's by a predetermined scalar).

I could, mix both, eg. (-10, 10, -10, 10), from what i can tell this means the two points above wouldn't be a problem.

Any suggestions or input appreciated?

 18 
 on: 2016-02-11 13:10:30 
Started by steveyg90 - Last post by steveyg90
Thanks,

Think I need go do some reading on shaders, never really used them before.

If I wanted to do block lighting, can this not be done by just setting the tint on the blocks around the player?

Thanks

 19 
 on: 2016-02-11 12:26:40 
Started by Lawa - Last post by Lawa

Your implementation is the code you write, if you are going to write a class to load obj files then you need to call it something.

"meshes/some.obj" is the path to where your obj file is.

You are taking things too literally in the post, the post contained some abstract code which you need to build and implement.

So apart from the codes that are posted

I should create another class? or that setup will work ?

Quote
This is just assuming some opengl defaults have been setup before
So I don't have to worry about these right?

 20 
 on: 2016-02-11 11:51:04 
Started by Lawa - Last post by ziozio
Quote
1- What is this?
obj = new Simple[your_implementation]ObjFile();
obj.load("meshes/some.obj");

what should be my implementation?
what is "meshes/some.obj" ?


Your implementation is the code you write, if you are going to write a class to load obj files then you need to call it something.

"meshes/some.obj" is the path to where your obj file is.

You are taking things too literally in the post, the post contained some abstract code which you need to build and implement.

Quote
2- At the beginning of the code the example says "assuming blending and color is set up before." what is blending & color?

This is just assuming some opengl defaults have been setup before


Pages: 1 [2] 3 4 ... 10
 
KaiHH (148 views)
2016-01-31 23:15:29

sci4me (155 views)
2016-01-23 21:47:05

sci4me (139 views)
2016-01-23 21:46:58

KaiHH (173 views)
2016-01-19 13:26:42

theagentd (258 views)
2016-01-05 17:10:00

ClaasJG (272 views)
2016-01-03 16:58:36

chrisdalke (263 views)
2015-12-28 06:31:21

Guerra2442 (269 views)
2015-12-25 03:42:55

Guerra2442 (271 views)
2015-12-25 03:27:21

theagentd (297 views)
2015-12-21 14:43:24
List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!