backgroundtypically, the main scene of the game contains more resources, which can cause the scene to load for a longer period of time. To avoid this problem, you can load the loading scene first, and then load the main scene with the loading scene. Because the loading
Combinergn
Combine two areas into a new zone
Combinetransform
Drive the world to transform. It's equivalent to two conversions in sequence.
CreateCompatibleDC
Create a memory device scenario that is consistent with a specific device scenario
CreateDC
Create a device scene for a specialized device
CreateEllipticRgn
Create an Ellipse
CreateEllipticRgnIndirect
Creates an
Cocos2d-x scene switch I change! ---- Game development: Zhao Yun to fight (12), cocos2d horizontal combat
Here isEvankakaWelcome to the discussion and exchange ~~~~~~
Reprinted please indicate the source http://blog.csdn.net/evankaka/article/details/42883881
This article focuses on the login interface created with Cocos Studio to design a layer class and jump to different scenarios based on the selection of the login interface. Among them, the interfa
Scene and Layer, cocos2d-x for cocos2d-xscene
Continue Learning, cocos2d-x
This time we will talk about two classes: Scene and Layer, that is, Scene class and Layer class.
I have heard of this engine when I was studying cocos2d-x. It's just like making movies. There's a Director, a Scene, and a Layer ), and Sprite ).
Reprint Please specify source: http://blog.csdn.net/lttree************************************ ********
Continue to study slowly, cocos2d-x
This time, say two classes, scene and layer, that is, scenario classes and layers classes.
Before I learned cocos2d-x, this engine was like a movie, with a director, a big background (Scene), a small modifier on the background, and a character (Sprite).
The general re
Multithreading in the development of the CPU with more and more, the game scene because of its amount of data on the server and the logical complexity of the reason must depend on it. Why are multiple threads used in a scene? What is the thread of the scene? How is the thread of the scene created? How do the threads of
// Fade in and out
Cctransitionfade * trans = [cctransitionfade transitionwithduration: 1.0 scene: [mywrld scene] withcolor: ccred];
// The original scenario jumps to a smaller value, while the new scenario jumps to a larger value.
Cctransitionjumpzoom * trans = [cctransitionjumpzoom transitionwithduration: 1.5 scene: [mywrld
Unity version: 5.1.1F1Do the company project, inadvertently found a very strange phenomenon: Scene A (pure UI, so no light source) transition to scene B when, B, some light source seems to be invalid, but in the hierarchy window can see the light source exists, adjust the light source of the brightness parameters, the effect is also some, It just looks still very dark.There is no problem with loading the B
Wood and game development
1. Scene, camera positioning first create a project, I named "unity_benmutou_006", you are casual. Then create a scene: "Hierarchy", "right Button", "3D Object", "Terrain"The terrain size is set to "200X200" on it, if you forget how to create the terrain, how to set the size of the terrain, please review this tutorial: http://www.benmutou.com/archives/2063Remember the shortcu
One of the most refreshing features of cocos2d-x is the ability to convert directly between two different scenarios. For example: Fade in, zoom out, rotate, bounce, etc. Technically, a scene transformation is a conversion effect that is performed before a new scene is displayed and controlled.The effect of transition jumps is achieved by Transitionscene series classes between scenes. Transitionscene inherit
In the article "React-native early adopters plan-the environment constructs" to narrate the react-native environment constructs, and has initialized the React-native first project. If you have completed your previous article and successfully debugged the first "Hello World" project, you have successfully taken the first step and the next study will be much smoother. After I successfully debug the first project, even the index.android.js of the next native code and code, there are many questions
The scene, as the name implies, is what we see in the game, the objects, buildings, people, backgrounds, sounds, effects, etc., basically the same concept as the game "scene" we see when we play the game.
In Unity 3D, "Scene" is a view that allows us to edit and decorate the images and sounds that players can see in the game through the "
The loading in the game are now very beautiful, but in the final two types, static loading and dynamic loading.A static loading may be a background picture. And the dynamic loading is the reading of a thing in the "circle".1. Static Loading:Advantages: Read the scene using synchronous method is possible, because it is a synchronous method so the speed of reading is the fastest, do not update the interface, because the synchronous execution of the meth
I have visited gamedev over the past few days and have reviewed almost all articles and posts related to scene management. I have benefited a lot from the discussion of various cool people and it is very useful for the design of research engines, list some particularly interesting posts and hope they will be helpful to you :) (the following order is different)
(Update on 4.23.09)
The technology of a 3D engine part 1, Part 2, Part 3
Under the momentum of domestic development, the demand for "scene marketing" is more and more strong, and at this stage, especially in the mobile internet era, scene marketing has been a certain evolution. The traditional scene marketing is based on the Internet content browsing environment, to the era of mobile internet, sce
"gujian tan". For example, "chinese Paladin four" in the Wudu Beast Courage Reading bar Effect:For example, "gujian tan" in the introduction of the game features introduced reading bar effect:From the above examples we can see that in the game design through a reasonable game scene loading mode, reduce the player waiting Time. A problem that needs to be considered when designing a Game. A good web design in web design typically takes into account the
C # Game Development QuickStart 2.1? Building a game scenario the assumption is that you have planned what kind of game to write after you open unity. The first thing to do is to build a game scene. The game scene is what you see in the game view when the player is playing. Includes game backgrounds, game characters, sunlight, and more. All of these visual elements are collectively known as Game Objects (Ga
Scene scenario.
Is an abstract concept and is used only as a subclass of a node.
Scene and node are almost the same. The difference is that scene's default anchor is located in the center of the screen.
We have to mention switching between scenarios! The results are amazing! Let's take a look at the 33 switching effects. You can select and scale them as needed.
#ifndef __SceneTest__#define __SceneTest__#inc
Research on the new rendering of Qt bottom scene graph (ii.)The previous article introduced the QT new rendering of the underlying scene Graph, how can we use this framework to add a brilliant effect to the application? First, we want to make clear what the purpose of using scene graph development is. If it's a simple, purely 2D graphical interface, use the QT qu
It's often necessary to pull out the prefab or open the scene for testing when you're packing in unity or helping to plan your art.In fact, this is in the UI packaging in the article mentioned, but the focus is different, the focus of the article is packaging, the focus of this is to put a little bit of knowledge inside out to talk aboutAnd then we'll talk about how they're done separately.First, pull out the prefabricated prefabIt's like we usually p
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