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-1

There are several ways to achieve this and it all depends on what technology you feel comfortable working on, have previous experience or are willing to learn. As far as I can see from the example game you submitted, it is a web application with some real-time modules on it. That said, you could easily build an MVP using the technologies you already know ...


0

For Kids I'd suggest: CodeCombat: https://codecombat.com/ or Studio Code: https://studio.code.org/s/frozen/ This last one has angry birds/frozen theme. It's very introductory meant for kids.


0

I would recommend using Slick, it's a relativly easy to use Engine with a lot of tutorials online. So you can read these tutorials first and then explain them to your child. However I am missing one important detail: how old is your child? If he is really young, then slick might be a little bit too complicated.


0

Disclaimer. My first intention was to update existing answer, but then I understood that I totally rewrote it. That's why I am creating new one. Yes, it's possible. The communication is possible between the browser and unity in both directions. In the unity documentation this topic is well described. So it's possible to create a general function that will ...


0

GetComponent<AudioSource>().volume=hSliderValue; This line is C#, not Javascript, or UnityScript.


0

This is not how setInterval() works. You need to pass the function directly, like this: setInterval(function() { if (copper < max) { copper++; document.getElementById('GC').innerHTML = copper; } }, 1000);


2

I don't think . But you can try to call a javacript like this (using Application.ExternalEval(.. ): <script type="text/javascript" language="javascript"> <!-- //initializing the WebPlayer var u = new UnityObject2(); u.initPlugin(jQuery("#unityPlayer")[0], "Example.unity3d"); function SaySomethingToUnity() { u.getUnity().SendMessage("MyObject", ...


-1

I believe when you mention the glitchy shadow mapping the problem is that you forgot to clamp the texture coordanites between 0, and 1 to prevent them from tiling.


1

Your slow down is probably caused because you take the Math.min(speed, distance) when distance is lower than your speed (implying that you can't move by your speed each frame (since it's dependant on the delta)). Your code does not allow me to see what causes the issue with the turn you are describing. To find out where exactly is your issue, I would ...


0

Actually I solved the problem. The solution was to manipulate the "ms" variable in the Animate() function before calculating the lerp. I know the server sends updates every 90 ms, so if i want to add a fake delay of 100ms i need to make sure that the target "msAhead" should be 190-200. So i did like this. if (Server.msAhead > 200) ms += 1; else if ...


-2

Have you tried to use THREE.Object3D? UPDATED: group = new THREE.Object3D();//create an empty container group.add( testMesh.clone() );//add a mesh with geometry to it scene.add( group );//when done, add the group to the scene


0

What you need, at least I guess, is an implementation of mipmaps for your 2D trees. A mipmap are a large frame in which the same object is present in different resolutions. For example, you can have a texture with a 1024x1024 tree image, next to it another one at 512x512, then a 256x256 one and so on... Then your tree object checks for the zoom level the ...


1

In your collision function, instead of returning a boolean, return a string so that you can detect each face: function colCheck(args) { if(obj2.y > obj1.y + obj1.height) { return "u" } if(obj2.y + obj2.height < obj1.y) { return "d" } if(obj2.x > obj1.x + obj1.width) { return "r" } if(obj2.x + ...


4

Instead of testing the collisions ON the player, you should testing them AHEAD, to check whether there's a wall where the player WILL be walking. To do that, you'll only need to change 2 things: 1- Your player.collision function should accept two arguments: an x and y offset. You should add them to your collision checking algoythm too. 2- When calling ...



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