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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
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Currently we expose some controls in the debug panel to allow for quick state resets as well as state save/restore:
These make use of the local client reducer to manipulate the cl
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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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See:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras