For people like learning the fundamentals of game engines, they need to set their own clear long-term goals:1 First, there may be no concept of the game engine in the beginning, it is recommended to use one or two game engines first (I recommend C + + programmers to learn Unreal 4
Overview
If in the past you have been engaged in 3D game development, recently want to turn to 2D games, it is best to try 2D Toolkit. 2d Toolkit is a 2D development component with a strong flexibility and adaptability that allows developers to develop
These are all entry-readable materials, all of which have a Chinese translation.The game engine can be considered a subset of the 3D game Engine + optimization (optional). The simple 2D game e
do 2D games, there are no more than three modes, one is only vertical upward, one is only horizontal direction, one is horizontal and vertical direction, I recently do a game multi-level mode, different modes have not the same camera control, according to the usual wording, perhaps a lot of people wrote three camera scripts, Now I've used an enumeration type to control three different cameras, the code:Unit
);
}
if (key_right) {
Plane.move (3, 0);
Plane.sprite.setFrame (2);
}
if (Key_fire) {
}
}
}
else {
Plane.sprite.setFrame (0);
}
}
Although very simple, this is the main way to control the movement of the wizard. Can imagine, if the left to fly is not a simple frame picture but play animation, how to achieve it? Our Gameobject function is limited, does not have the Spriite animation sequence enhancement, in the future we may enhance the gameobject, enables it to support several anim
Phaser is a free, open source, fast, fun, lightweight 2D gaming framework;
Built-in: animation, particle, also directly supported: Typescript and JavaScript;
Official network:
http://phaser.io/
GitHub
JS version: Https://github.com/photonstorm/phaser
Haxe version: Https://github.com/ratkingsminion/PhaserHaxe
Getting start Here
See the JS version, you can learn some, WebGL use;
Forum
Phaser Forum has a member, himself wrote a lot of
First, this is the resource that this article might use: Http://pan.baidu.com/s/1nvxSW6P password: ghy6
Then we open unity to create a 2D game, first create some common folders, audios (audio), materials (material), prefabs (prefabricated), textures (picture), Scenes (Scene), Scripts (script). Others do when they are created. Then import the resources into the appropriate folder. Note: To convert the import
Vortex2d. NET is an open source 2D graphics engine. Let's take a look at the official website introduction:
Vortex2d. net is free 2D fast graphics framework/game engine powered by direct3d 9. it is replacement of xNa for 2D game
Qlgame 2D Engine Authoring (Win7 environment construction)Guangzhou Kylin Network Studio, plans to make a 2d game engine, based on the OpenGL (ES) platform, temporarily support Android, later consider supporting linux,ios!Development environment:Os:win7 64bitDesign tool:vs20
GitHub Address: https://github.com/wsgzxl/ Qlgame2dengine say five questions today: 1. The question of the wrong color in the front, It is because the data format Freeimage read out is inconsistent with the order of OpenGL display, so some colors are wrong and have been processed in the Texturemanager class Texturemanager::fibitmap2glbitmap Method! 2. png transparent images are rendered using the glenable (Gl_blend); Glblendfunc (Gl_src_alpha,gl_one_minus_src_alpha); Note that these tw
, if you don't want to have light at all angles, you can just draw the direction you want, as needed. The more you draw, the better the effect will be. is to draw the light up and down about four directions.Then go to the sprite lamp software for processing:The Sprite lamp produces the map we need according to lighting profiles, and the results are as follows:Finally, a good map can be imported to the engine according to their own needs to use directl
Reference: http://blog.sina.com.cn/s/blog_61feffe10100msbz.html, http://allenchou.net/2013/12/ game-physics-constraints-sequential-impulse/Constraint is the restriction of the movement of objects, can be used to deal with collisions, simulating joints and other things. For example, a collision is the minimum distance of two objects is at least 0, the joint is two objects are nailed together by a nail can only be rotated around the nail, the spring is
object was initially awake.
Start asleep: The object is initially dormant, but it wakes up when it encounters a collision.
Interpolate: An interpolation algorithm for moving objects in physical updates
None:
Interpolate: Interpolation simulation based on position of previous frame object
Extrapolate: Interpolation simulation based on prediction of the position of an object
Rigid body Type: kinematicThis type, object movement is also carried out
As a new unity novice, I would like to make my own game with unity as soon as possible. In order to urge themselves to learn, but also familiar with the unity of the use of some of the skills, and to find and explore some issues, decided to write a blog to achieve the above purposes, so there will be the following series of several blog posts.To the author's current skills, the production of 2d games is a m
The camera tracking feature of Unity 2D game development TutorialIn the previous chapter, we created a simple 2D game. The sprite in this game has 3 states: idle, left, and right. This looks really cool! But the only 3 states limit the ability of the genie and the imaginary
This is the high-quality pre-sale recommendation of Oracle class in computer >>>> "unity3d/2d game development from 0 to 1"unity3d/2d game development from 0 to 1 (including DVD 1 photos) The use of "case-based" teaching ideas, the individual long-term offline training handout as the blueprint; Explain thoroughly, step
Ape doesn't work. It's easy to hit the ball and play games like billiards. I initially started a simple physical engine-based Bubble dragon game with him, and found that a little more than one point of the geometry stacked together will produce penetration, there is no way to change the original design. To focus on physical games, you must be proficient in box2d, and almost any mainstream language of box2d
bait functions and have defined several of them as global variables. Of course, we will not do that again.
From now on, I'm not using global variables, but I'm encapsulating all Snail bait functions and variables in one object. The object is made up of two parts, as shown in Listing 1 and listing 2. (See downloads for the complete sample code for this article.) )
Listing 1 is the constructor for this game, which defines the properties of the object
I'm using unity and spritemanager 2 to make a 2D game for the iPhone/iPad. using the shader has ded with SM2 and/or the mobile vertex colored shaders has ded with unity left me extremely GPU/fillrate bound on the iPad in particle. I was seeing anywhere from 50-90 ms per frame for "CPU-waits-GPU" from the internal profiler running on the iPad. I wrote my own shaders and dropped this to an average of 10 ms pe
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