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1

Make sure you resize the viewport when you resize the window. You should be able to override the function 'resize' in your ApplicationAdapter. public class GameClass extends ApplicationAdapter { @Override public void resize(int width, int height) { YourUIStage.getViewport.setScreenSize(width, height); } }


2

What is the problem? Generally speaking, you want to do a topological sorting, where the nodes are your bricks and the edges mean "is this node behind that other node" relationship. So all you need to do in order to sort anything anywhere is to decide on "is behind" relationship. It seems that your code treats bricks as uniform objects in a grid, ...


0

Don't know if still relevant, just wanted to update you that I had the very same issue and this fixed it: (this is not my answer, all credits go to adventurerOK @ http://stackoverflow.com/questions/10064804/java-lwjgl-slick-unicodefont-acting-up) It seems I have this error now, it will only draw the outlined rectangle before using the font. This seems ...


-2

You could potentially use Vector4f's to calculate the bottom (and/or the entire areal of the object) to more easily calculate the boxes around the object. This will use its own methods and I am working on it right now. I will add a comment with the result (eventually).


1

Maybe. Broadly, there are two ways to categorize geometry (triangles you will render): either the geometry is static, and all sits in the same fixed place in the world, or the geometry is dynamic and either moves around in the world or otherwise animates the geometry is defined according to a specific vertex format (this geometry has a position, normal, ...


0

Since you already have a sorted list of things to render (front to back) do you really need to increment the Z index? Can't you use "less or equal" for the "checking function"? This way it would actually check if a specific pixel was already drawn or not.


0

The lag between when the user does something and when the result appears on the screen should never exceed 100ms or the user might notice the delay. The monitor of the user might take about 30 ms to display the picture it receives. Much faster monitors are available, but many average users don't have these. If the video card calculates 30 frames per ...


2

Yes, this is not only possible, but available now: hook up your game PC/console to a TV that uses motion interpolation. Opinions vary, and this is less suitable for twitch games like FPS due to the interpolation lag, but for upscaling frame rates from 60 to 120Hz it works fine. As for whether this can be done in the game itself, there's not enough impetus ...


8

Yes it's possible, but it's not without its complications. While frame interpolation can work real-time on videos, that isn't necessarily the case with video games. Even though this is processing real-time on videos, the software is able to "look ahead" to the next frame. This is a pretty critical component of interpolation. This is where the issue comes ...


5

A system along these lines has been used in The Force Unleashed. I'm not aware of other titles that have used it though.



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