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6

You have some fundamental misunderstandings. What I'm saying is, somebody somehow made a way to communicate with a device driver to get acceleration and faster graphics, 3-D functions, etc. This is incorrect; it is the driver that provides access to the acceleration hardware (the GPU). It isn't OpenGL or D3D itself, which are simply API ...


2

Your question is a bit wider than you exposed I think. Player and Map are two objects and should be thought as it. They are not different, from an engine point of view, of a ping-pong table or a flying toaster. That said the question is : how to make NORMAL objects findable and communicate? For a map / player relation I usually put responsability... on a ...


2

(Blitz3D, blast from the past!) It's been so long so a bunch of things I'm wondering about (these may or may not be relevant to your question): Why are you setting a collision radius for the plane? Why are you calling 'Collisions' every frame, rather than once when declaring the collision types? Shouldn't UpdateWorld() be before RenderWorld()? All three of ...


1

Getting null reference exception is normal since they were created in the previous scene and destroyed in the current one. To move them to the next scene, you need to call DontDestroyOnLoad. Why don't you create your assets after the scene is loaded? GameManager should be responsible for creating player and enemy objects and keep track of the game state. In ...


1

The error indicates that if you are using textures that are not powers of 2 (128x128, 256x256, etc), that you must set the SamplerState parameter of SpriteBatch.Begin to SamplerState.LinearClamp instead of SamplerState.LinearWrap. Judging from your code it looks like Grass and Stone are powers of 2, but the Person is not. To fix the problem you'll need to ...


1

That error occurs on this line: CCTexture *texture = [CCTexture textureWithFile:image]; And this is the right way to do this: CCTexture *texture = [[CCTexture alloc] initWithCGImage:image.CGImage contentScale:image.scale];


1

There are a few ways to move along at a constant speed along a path whose "segments" are not a constant length - and it's not trivial to make them that way. I would approach the problem by making a "Mover" of sorts which follows a "Path". public interface Path<T> { public T getPoint(float delta); } public class Mover<T> { public ...



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