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Messages - Yelen

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1
Support / Re: Depth bug?
« on: September 18, 2013, 12:49:40 pm »
Heres the apk. It seems that the depth buffer is turned off. The object rendering queue is sorted by the distance between the center of the object and the camera.
https://www.dropbox.com/s/3gqe2dwknhfxilf/Skategame.apk

>Are both objects transparent?
I dont think so. The textures are loaded by
Code: [Select]
texture = new Texture(BitmapHelper.rescale(
BitmapHelper.convert(res.getDrawable(R.drawable.uv_wheel)),
512, 512), true);
I didn't write my own project but I modified the hello World app.



2
Support / Depth bug?
« on: September 17, 2013, 01:22:19 pm »
Im making a game where you manipulate a skateboard. When I rotate the skateboard sometimes some objects are not behind different objects. How to properly display my skateboard?

3
Projects / Skateboard game
« on: August 02, 2013, 12:38:11 pm »
Hi im thinking about making a skateboarding game where  you control yout skateboard like a fingerboard. It would be similiar to touchgrind on iPhone, but I want to make it a little bit different. I have made already a prototype using Unity to pass my laboratories at my technical university. Now i want to make money with that game. I dont have 3k$ to buy unity pro and i would really like to work in ADT. I was searching for a library to automate low level openglES things i dont want to care about. I found rajawali library but couldnt get it working. Now i found that and im pretty happy because it was the thing i was searching for.
Ive done so far:
*Edited that HelloWorld app
*Made a ugly model of a skateboard to start coding.
*Imported the deck and wheels(wheels spin! :D)
*Made a class for skateboard physics.
This is how it looks so far

I would like to post my progress and some questions.
First question:
In Unity every transformation was multiplied by time elapsed beetween every frame. Is it a good way to make the game speed equal even at lower frame rates?

If your having problems understanding me im sorry, English isnt my first language.

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