Tag Info

Hot answers tagged

3

It seems to me that you will need to perform some sort of Frequency analysis on the audio file in question. You could either pre-process the file on level load (using the data to queue up your level actions), or perform the analysis in real-time. Either way, you'll want to divide your audio waveform into sections, each comprised of N samples, and then ...


2

Yet having these 3500 sleeping static bodies degrades performance to such a degree that even when running the game on my MacBook Pro 2012 in a Genymotion emulator, I get about 5 FPS. As Anko said in his comment, you shouldn't be guessing about whether this is Box2D or rendering or something else. Measure what's taking all the frame time. Use a profiler ...


2

When drawing 2D over 3D you don't need to apply view matrix. You only need to apply the orthographic projection. Applying the view matrix dones't work because it changes the position and rotation of the objects relative to the camera you don't want that.


1

Expanding on @craftworkgames comment, there's a xamarin guide on publishing. Essentially, the steps are: Compile for release (Disable debugging and build in release mode) Create a private key (This is so you can sign the APK) Zipalign the APK (This is for optimizations with Android) After this, you have to jump through various google hoops to get it on ...


1

MD2 files are just mesh frame arrays. There is no skeleton. Actions are just mesh frame sequences in the array. You can copy the character's md2 file for each weapon. Carefully replace the character mesh with a positioned weapon mesh for each action sequence frame. While labor intensive, this approach allows you to give the weapon movement much more ...


1

The reason is due to a bug in the driver (or an overlooked gotcha in the GLSL language?). Your vertex shader uses some of the struct members, your fragment shader uses a different set of the struct members, and the drivers ends up creating 2 different types by independently eliminating the unused uniforms from the struct type in both shaders which cause them ...



Only top voted, non community-wiki answers of a minimum length are eligible