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Game engine

Game engines are software frameworks for game development. Game engines do the heavy lifting for developers so they can focus on other aspects of game development.

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brian8267
brian8267 commented Feb 21, 2021

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to 'map engine test'
  2. Press the key 'n' until you get to Tristam.
  3. Wait about 3 seconds '....'
  4. See the fire effects that are on the ground stop animating. This same problem seems to occur on all maps but it's easiest to find in Tristam.

**Expected beha

bevy
Sheepyhead
Sheepyhead commented May 28, 2021

What problem does this solve or what need does it fill?

I find myself occasionally want to check on game state in the way that I want to know if any entities of a given query exist already, but I don't need to use the actual query data. For instance whether the I button opens or closes the inventory window in my game depends on whether the inventory window is already open, and this is most d

boardgame.io
joepinion
joepinion commented Jan 18, 2021

Is there a way, built-in already, to take the initial game state and step through the log to receive a G object back at each step?

I see the ability to do this in debug, but how can we do this in the client regular user interface? The use case is, being able to rewind time to review previous moves, especially after loading the page mid-game.

amethyst
jojolepro
jojolepro commented May 19, 2021

Tasks

  • Fix ron file to use expected format

Reproduction Steps

cd examples/animation && cargo run

What Actually Happened

[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/shareddata/share/prog/rust/amethyst/examples/animation/assets/prefab/animation.ron"): 8:1: Expected map
[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/sh
stride
johang88
johang88 commented Jul 30, 2020

Release Type: Github
Describe the bug
Adding an instancing component and then a model component crashes the instancing processor.

To Reproduce
Steps to reproduce the behavior:

  1. Add instancing component to an entity,
  2. Add model component to the same entity
  3. Exception time

Expected behavior
It should not crash.

Screenshots
If applicable, add screenshots to

Terasology
keturn
keturn commented Sep 11, 2020

Use Case

As a developer, I want to join a multiplayer server as a new user, as if I were joining it for the first time. Even though I had previously logged in to it with this client.

I tried changing my "Player Name" in the player settings. That changed the way my name displays, but still connects me to my previous character.

Discussion

This can be done by removing the `security.

Wikipedia
Wikipedia