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Unanswered Questions

647 questions with no upvoted or accepted answers
9 votes
1 answer
1k views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
9 votes
1 answer
512 views

How can I fit a tree graph into a grid?

I have a tree graph that I'd like to fit into a grid, the result being a grid-based maze that adheres to the tree graph. Are there any good maze algorithms that are able to start with a known ...
7 votes
0 answers
844 views

How to correctly implement 'layered lighting' with Box2D-Lights

How does one only allow Box2D-Lights to affect one and only one OrthographicCamera. After researching, I found the following answer. This answer goes into detail ...
7 votes
1 answer
4k views

Drawing fonts with LWJGL3 with OpenGL

I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
6 votes
0 answers
325 views

LibGDX Rectangle not Scaling to ImageButton Instance as Expected

below is the class I wrote for a GameButtoninstance: ...
6 votes
0 answers
821 views

Procedurally generated paths with intersections

The Problem I've been attempting to create some procedurally generated paths for a while now, but I've reached a problem when it comes to generating the intersections of the paths. The paths are ...
6 votes
1 answer
740 views

Spawning enemies in four different positions with a fixed trajectory in android game

This is my first android game, I appreciate all the help. I want to define 4 spawning zones starting from out of the screen (left, right, up and down). Enemies coming from this areas have a fixed ...
6 votes
0 answers
161 views

balloon ligher than air with libgdx, impementation of FixtureDef.density, gravityScale, linearDamping?

I use libGdx/box2d's physic. My intention is to create a balloon filled with helium (a body, what hovers above a surface, if we apply a little force to it - it moves fast but not far, if we push ...
6 votes
0 answers
195 views

Why is my OpenGL enabled Java game not detected by Fraps?

Recently I found out that I could enable OpenGL hardware acceleration in my Java game with the line System.setProperty("sun.java2d.opengl", "True"); Initial ...
6 votes
0 answers
213 views

How can I create a set of collision points for an arbitrary mesh?

In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
5 votes
0 answers
257 views

Implementing rubber rope

I'm using LibGDX to implement rubber rope in which player can fly and launch. I know I could use Box2D as physics engine and I'm going to one day, but I'd like to learn it myself for now. I've ...
5 votes
1 answer
2k views

libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop ...
5 votes
1 answer
230 views

Fixing the size?

My app isn't compatible with all screen sizes. When testing on a small size, my textview overlaps with my button. So, as suggested on the Android Documentation, and many stack overflow pages, I ...
4 votes
0 answers
349 views

Generate seamless textures that can be UV-mapped ramdomly

I want to test procedural texture generation for one of my projects, my goal is to use those generated textures with random UV-mapping in order to avoid noticeable texture repetition. For purely ...
4 votes
0 answers
508 views

Moving all the particles in effect LIBGDX

I have a few particle effects that I would like to be in a circle shape in libgdx i.e. not a cone shape. I have done this by setting the direction of the particle effect from 0 to 360. The problem is ...

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