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 51 
 on: 2017-02-23 18:35:35 
Started by songangel - Last post by songangel
Hi guys,

I am trying to figure out the easiest way to render my scrollable tile map to a custom size that is smaller than my window.  The game Unreal World is a perfect example of what I want to to do as shown below.  For those not familiar with the game, the large square portion on the left hand side of the image renders a scrollable world made up of tiles while the other GUI elements are placed above and to the right.



Off the top of my head if I was using straight LWJGL I would probably just create a custom Camera class, set the "viewport" size that I want and use glTranslatef to "scroll".  The OrthographicCamera class doesn't seem to allow for a viewport any smaller than the window itself.  I thought about the Viewport class but am not very familiar with it and the different built in types will not do what I need.  I would prefer a solution using LibGDX but I welcome your thoughts on alternative ways to do it because I am starting to overthink it and need some other perspectives (no pun intended).

Thanks!

 52 
 on: 2017-02-23 17:35:42 
Started by BurntPizza - Last post by Coldstream24
Yeah, it's just layers. Each map can have its own depth that you enter while making it. Then what happens is each layer renders separately along with depth-sorted bodies. Moving them around on the z-axis just involves switching to a different layer while you're dragging them around. 

 53 
 on: 2017-02-23 17:19:23 
Started by Mac70 - Last post by CJC
I think computer science should be required like foreign languages are in some places.
I always wanted to try and squeeze in a computer language into a foreign language class. "Look, Java isn't English, and it's a language." Tongue

I don't know exactly how every school functions, but a lot of schools have AP classes. I feel like programming should be on of those, or even teach kids logic classes (very basic logic in early grades, and then slowly more advanced) and have programming be a subset of those logic classes. So, maybe start off by asking very simple questions, as time goes on transfer to things like the two paths/doors riddles, after that go into lateral thinking puzzles or something, and finally get into basic problem solving with programming.

 54 
 on: 2017-02-23 17:09:27 
Started by Mac70 - Last post by FabulousFellini
I think computer science should be required like foreign languages are in some places.  But as far as actual coding classes, I don't think that's a good idea.  You have to be pretty motivated to want to learn how to code, and be smart enough to grasp the concepts.   I think if they're forced to code, it would just be like another math class where 75% of the kids don't want to be there.

 55 
 on: 2017-02-23 17:05:09 
Started by BurntPizza - Last post by J0
3D tiles could be a thing Wink

 56 
 on: 2017-02-23 16:30:15 
Started by Mac70 - Last post by Abuse
Just to be clear, when I say "teaching programmin" in an elementary school, I expect to make it accordingly, that means no gradle or complex projects, but simple exercises, like moving an character through a 2d tiled-map. Something that also attract their attention and is, somehow, fun.

Teaching programming should be, indeed, teaching how to elaborate and process algorightms

Precisely.

I introduced my 5 year old nephew (mad on Minecraft) to code.org's Minecraft Hour of Code, and he found it incredibly rewarding.
Programming (in all its guises) is already prevalent throughout our society, and will be even more so in the future; introducing it early as a 'play thing' is vital for future learning.

It's hardly a new concept; anyone remember this:

Or this:

 57 
 on: 2017-02-23 16:03:15 
Started by Mac70 - Last post by williamwoles
I my vision the school should be more like a vine fair. You go there you taste a bit of everything and then you choose what you actually like and what you are going to purchase. I agree that it might not be very beneficial for those people who's traits are not exactly good for engineering to be forced to be one. At some point it might also not be bad to give some introduction to programming, but later, when the logical thinking starts forming (reminded me this)


 58 
 on: 2017-02-23 16:02:01 
Started by Mac70 - Last post by elect
Just to be clear, when I say "teaching programmin" in an elementary school, I expect to make it accordingly, that means no gradle or complex projects, but simple exercises, like moving an character through a 2d tiled-map. Something that also attract their attention and is, somehow, fun.

Teaching programming should be, indeed, teaching how to elaborate and process algorightms

 59 
 on: 2017-02-23 15:19:27 
Started by BurntPizza - Last post by CJC
I can finally cut and paste and move tiles around (on x, y and z axes) inside my engine's editor Smiley

Wait, z-axis? With tiles? What is this? I must know! D: I assume this is talking about layers, right?

 60 
 on: 2017-02-23 14:47:18 
Started by Mac70 - Last post by SkyAphid
Schools tend to take the fun out of everything when they teach it. I think all they'd accomplish is raising a bunch of kids who hate programming.

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