I have a simple question, however, I am a bit puzzled. I have a coloring game and thus I have around 50 images each at 2048 x 2048. Should I best load them all onto a gameobject at the beginning of the game to reference later in the game, or should I instantiate one at a time from resourses? What seems the best idea?
Side note, I need small icons of each image in the gallery to display what it looks like
Given the provided information, I would suggest you create separate preview/thumbnail images, using your art people/program/whatever, and load those when in your gallery. Then, load the full sized images as they are needed (and release them when they aren't).
See Unity's Art Asset Best Practice Guide (A lot of 3D, but Textures in particular applys to 2D).
Related
Currently, i am working on a game project as a hobby and have been trying to make some game mechanics that i havent really made before. I am currently working on an inventory system for the player that displays the player's weapon collection as well as weapon parts.
I am currently working on making the weapon inventory. My current problem is rendering the weapon models as icons per inventory slot.
The current method that I am planning on rendering any 3D asset is by using a camera with a render texture and assigning that texture to a RawImage Component. I was planning to do the same for the inventory slots. However, I realised that i would need a camera per slot with its own render texture which would be both time consuming to create as well as making the game less performant (since there would be a lot of cameras).
I have searched if there is a way to mask a texture from multiple objects so that I can skip the part of creating 100 different cameras and instead use one. So far, nothing has come up in my findings that could remotely help me.
So, as stated in the title; Is there a method or way to mask one ui image from multiple images? If not, is there an alternative solution to my problem?
I'm tasked with developing an application, which would emulate augmented reality in a virtual reality application. We are using Google Cardboard (Google VR), and want to show the camera images (don't mind the actual camera setup, say I already have the images) to the user.
I'm wondering about the ways to implement it. Some ideas I had:
Substituting the images rendered for each eye by my custom camera images.
Here I have the following problems: I don't know how to actually replace the images that are rendered to the screen, let alone to each eye. And how to afterwards show some models overlayed on top of the image (I would assume by using the Stencil Buffer?).
Placing 2 planes in from of the camera with custom images rendered onto it
In this case, I'm not sure about the whole "convenience" of the user experience, as the planes would most likely be placed really close, so you only see one plane with one eye, and not the other. Seems like it might put some strain onto your eyes, because they would close on something that is really close to you.
Somehow I haven't found a project that would try to achieve something like that, and especially with all the Windows Mixed Reality related stuff polluting the search results.
You can use Vuforia digital eyewear, here is the documentation for it.
And a simple tutorial on YouTube.
I am looking at building a 2d game for the iphone. I am using the cocos2d framework to build the game. However, I am not very good with graphics so I was hoping there were some good repositories out there for some free 2d sprites that are open source. I searched around but most of the articles are 2 years older or more. Does anyone have places they go to get 2d graphics for games? Also could I use 3d graphics in a 2d game and if so any resources for 3d graphics would be nice to.
I went down this road several times before. It is not fruitful. You will spend a lot of time trying to find free sprites. You amass lots of sprites all of which don't really fit what you need in terms of: looks, size, transparency, image format, shape, and what not. You'll waste time converting, scaling, filtering and otherwise mangling with these images. Still, the end result is nothing but a gross mashup of graphic styles.
As a game programmer with no artist, it's your job to define the size and shape of the images used in your game. An artist can later fill these out perfectly.
You'll be much better off to simply use dummy graphics which may not be more than a color gradient, a circle, an X, etc. But at least they're the correct size, shape and format. In particular size and shape will ultimately define how the game plays. You don't want that to be defined by whatever "free sprites" you can find.
Hi Friends
I Want to make a simple gaming Application in which the user hit the car and car breaks from that point means the image get little deformed when the user hit the car image. I know everything could be possible with using of lots of images and get change when user hit that car image but i don't want to use so many images.
is there any solution for this , how can i deform the image ..sorry for my English but , here i paste a link of the game that is on flash and this is what i exactly want..
http://www.playgecogames.com/file.php?f=657&a=popup
please respond soon
thanks
You don't say if this is in 2D or 3D, or what techniques you're going to use.
If you're implementing the game using OpenGL, it's fairly straightforward. The object can be made up of a regular mesh, with the image as a texture mapped to the mesh. When the user hits the object, you just deform the mesh.
A simple method would be to take a vector in the direction of the hit, displace the nearest vertex by an amount proportional to the force of the strike, and then fan out in to deform the rest of the mesh in decreasing amounts. By deforming the mesh, the image texture will be rendered with all the dents or deformations you like.
If you want to to this without OpenGL and just straight images, you could use image resampling to simulate the effect. You have your original pristine image which is 'filtered' to make up the resulting image. At first there are no deformations so you copy the original image verbatim. Each time the user hits the object, you can add a deformation using a filter or transform within a local region of interest. This function would resample the source image in a distorted manner, causing it to look like the object is damaged.
If you look up some good books on game development, you'll find a great range of approaches to object collisions, deformations and so on.
If you know a bit about image processing technics here is the documentation for accessing the pixels of the image :
Apple Reference
You also have libraries for this such as this one :
simple-iphone-image-processing
But for what you want to do this might not be the easiest way. What I would suggest is that you divide the car into several images depending on what areas can be impacted. Then you just change the image corresponding to the damaged zone each time the car is hit.
I think you should use the cocos2d effects http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide%3aeffects + multiple images. Because there are many parts which drops after the player kick the car. Like when user kick the side mirror you should change the car image with without side mirror car image.
The person that has made that flash game used around 4 images to display the car. If you want the game to be in 2d, the easiest way is to draw the car, cut it into about 4 pieces (: left side + right side (duplicate of the left side) hood and roof).
If you want to "really" deform the car you'll have to use a 3d engine like openGLES.
Id really suggest doing it in 2d :)
I suggest having a look at the cocos2d game engine. You can modify images with effects, which are applied using a virtual grid. Have a look at the effects page in their programming guide.
I have a 3D CAD file of a set of products. I want to create a viewer so that the user can freely rotate the object in 3D.
How would I best go about this?
1) I had thought about exporting a series of 360 degree images every 30 degrees around the image, but that would be around 360 images per product. Then right the code to handle the matrix that would be required to handle rotation of the object. Seems very excessive, but doable.
2) OpenGL - I have never done any 3d animation using this, though.
We are using LightWave 3D, if that helps.
I'd recommend going with the 3-D rendering route, even though it might require more upfront work than the multiple sliced images approach. It will provide much greater flexibility over the long run, and I think you'll be able to generate a more pleasing experience in the end (small application binary size, smoother rotation, etc.). Also, once you have the display code done, you'll be able to pull in arbitrary models to add on to the ones you started with, and make tweaks to those models more easily.
This question points out a number of ways that you might be able to import LightWave models into formats usable by an OpenGL ES application. It looks like you'll probably need to pass through Blender or another intermediary to accomplish this.
Once you have the model in a form that you can work with, you can build off of several open source 3-D rendering applications for the iPhone / iPad, such as my Molecules application. My application is built for displaying 3-D molecular structures, but people have modified it to support rendering other models for their own needs, so I know that's possible. I go into detail on how this application works in the video for the OpenGL ES session of my class on iTunes U.
OpenGL ES may seem intimidating at first, but it only took me three weeks of nights-and-weekends development to build the initial version of Molecules, and I had no real OpenGL experience before starting that project. There are many great resources out there now, so it's easier than ever to get started.