I wanted to know, whats the best way to create scenes in games, like little movies playbacks.
I am using libgdx and i tried creating em using animation frames but it is a bit difficult.
Is there any better way?
Related
I'm currently working on a 2 dimensional top down role playing game and i want to implement a equipment system wherein the way you look changes depending on the gear you have equipped and my idea is to do this by attaching the armor and weapons sprites onto the base sprite/composite sprite. I've been looking for tutorials on how i could implement this in Godot unfortunately the ones i see are only for unity so is this not possible on Godot? though if it is please tell me where i can learn it.
I have been using Godot for a while now(for at least 4 months) and now I decided to take a huge leap in my 3D game making. I mean I like Godot's ready-made physics a lot and it is almost perfect but I wanna code my own custom physics. I wanna alter ray-tracing to a way I like better and other physics aspects(find it hard to explain :) ) and have better control over the physics in my game for every prop and stuff. I just wanna know whether I can disable ready-made Godot physics.
I'm new to Unity3D. I've spent the better part of today going through all the tutorial materials. My question is how I should get started creating - or hopefully importing! - a 3D classroom scene or dojo (i.e. where people train martial arts) scene.
Should add a bit more info. My intention is to create a game within this setting/ambience, e.g. for the dojo, have two characters that will eventually fight each other.
Thanks.
Well, if you'd like to create a 3D indoor scene, you'll need to start by creating a 3D model of your scene. You can use free 3D modeling software like Blender to do this. If this is unfamiliar territory for you, you can see what downloadable options exist: TurboSquid
You can drag and drop your models right into Unity3D if they're in the proper format. After that you can continue fleshing out your scene by adding particle effects and lights.
Hope that helps.
I've been studying 3D graphics on my own for a while now and I want to get a greater understanding of just how everything works. What I would like to do is to create a simple game without using DirectX or OpenGL. I understand most of the math I believe, but the problem I am running up against is I do not know how to get control of the pixels being displayed in a window.
How do I specify what color I want each pixel in my window to be?
I understand I will probably run into issues with buffers and image shearing and probably terrible efficiency problems, but I want to create my own program so that I could see from the very lowest level, of the high level language, how the rendering process works. I really have no idea where to start though. I've figured out how to output BMPs, but I would like to have a running program spitting out 20+ frames per second. How do I accomplish this?
You could pick a environment that allows you to fill an array with values for pixels and display it as a bitmap. This way you come closest to poking RGB values in video memory. WPF, Silverlight, HTML5/Javascript can do this. If you do not make it full screen these technologies should suffice for now.
In WPF and Silverlight, use the WriteableBitmap.
In HTML5, use the canvas
Then it is up to you to implement the logic to draw lines, circles, bezier curves, 3D projections.
This is a lot of fun and you will learn a lot.
I'm reading between the lines that you're more interested in having full control over the rendering process from a low level, rather than having a specific interest in how to achieve that on one specific platform.
If that's the case then you will probably get a good bang for your buck looking at a library like SDL which provides you with a frame buffer that you can render to directly but abstracts away a lot of the platform specifics issues. It has been around for quite a while and there are some good tutorials to give you an idea of whether it's the kind of thing you're looking for - see this tutorial and the subsequent one in the same series, which should be enough to get you up and running.
You say you want to create some kind of a rendering engine, meaning desinging you own Pipeline and matrice classes. Which you are to use to transform 3D coordinates to 2D points.
When you have got the 2D points you've been looking for. You can use say for instance on windows, you can select a brush and draw you triangle values while coloring them at the same time.
I do not know why you would need Bitmaps, but if you want to practice say Texturing you can also do that yourself although off course on a weak computer this might take your frames per second significantly.
If you aim is to understand how rendering works on the lowest level. This is with no doubt a good practice.
Jt Schwinschwiga
I am writing a pretty simple 2D game in JavaFX, and although its only in preview release at the moment, I am looking to try to implement (even basically) some sort of Cel-Shading onto my game objects.
Does anyone know if there are reference implementations of cel-shading out there that I could use, or perhaps, some advice for me in this field?
I guess it doesnt have to be JavaFX specific, but that would help.
I don't have much experience with graphics programming, however, I'm an experienced java/c# programmer.
For me, 2D and cel-shading are antonymous... Cel-shading is a 3D technique to look 2D, so this technique has no place in 2D graphics.
If I am wrong or if you meant something else, just yell! :-)