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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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Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:
INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
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Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
- Go to 'map engine test'
- Press the key 'n' until you get to Tristam.
- Wait about 3 seconds '....'
- 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
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.
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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
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What could be improved
Based on this issue: flame-engine/flame#954, I noticed that we could also go for the same approach for the packages' unit/widget tests execution,
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Release Type: GitHub
Version: master - 2bf586d6
Platform(s): Windows
Describe the bug
When newly created Space Escape solution opens in GameStudio, null reference occurs at SpaceEscape.Rendering.BendFogRenderFeature.
To Reproduce
Steps to reproduce the behavior:
- Build GitHub sources, master branch.
- Run Stride.GameStudio.
- New, pick Space Escape. (Window
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- Wikipedia
- Wikipedia


See:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras