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91
Help / Re: Image Size
« Last post by Kyle on November 25, 2015, 06:12:55 PM »
Scaling is all that can be done once an image is loaded.  It's simply a texture on a quad of vertices.  You're able to set the ScaledWidth and ScaledHeight of an image I believe which will adjust the scale to make it match the width or height you want.
92
Help / Image Size
« Last post by castorhero on November 25, 2015, 08:47:28 AM »
Hello, folks...

Well, I am newbie at Otter and couldn't figure out how to resize images... I could only scale them, but that's not what I want... I've read Otter's documentation many times but still couldn't find. Will you help me? :(

Thanks in advance!
93
General / Re: Jumping
« Last post by antneel on November 23, 2015, 09:09:42 PM »
NVM I just figured out how to access the entities attributes. Sorry for that.
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General / Re: Jumping
« Last post by antneel on November 23, 2015, 09:01:10 PM »
I saw that but was not clear how to use it.  I do not understand how to access the entity features.  It is a little different from other engines I have used.
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General / Re: Jumping
« Last post by Frankity on November 23, 2015, 01:33:21 PM »
i do not have a clear example of how it works, but you can check the main documentation:

Here.
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General / Jumping
« Last post by antneel on November 23, 2015, 01:09:02 PM »
I cannot understand how to add some basic functionality to an entity. For instance Jump. I am not even sure how to get my sprites x,y value and change it. Any help would be magnificent.
97
Help / Re: 100% CPU core usage with empty Scene?
« Last post by Kyle on November 14, 2015, 11:21:09 AM »
I'm on Windows 7.

If you're used to using DeltaTime in your games then setting fixed framerate to false should be what you want to do.  I'm still unsure as to why you experience weird time issues with fixed framerate on though, but using realdeltatime to do stuff in fixed framerate mode is probably not going to be very reliable.
98
Help / Re: 100% CPU core usage with empty Scene?
« Last post by hinst on November 14, 2015, 03:06:06 AM »
I am not sure, but seeing this comment in code:
Code: [Select]
// Not running Windows 8 or higher.
perhaps Windows 8 + is required for MediaTimer. Do you run Windows 8?
// I only wrote class App; I copied MediaTimer class from some page

-----
I tried to set Game.FixedFramerate = false; seems like it resolves my problem; both framerate and RealDeltaTime.
When I set FixedFramerate = false then I get update-rate = 58...62.
When I set FixedFramerate = true then I get update-rate = 31 and things move approximately 1.8x faster than they should
99
Help / Re: 100% CPU core usage with empty Scene?
« Last post by Kyle on November 13, 2015, 02:28:04 PM »
I get the "High resolution clock isn't available." exception, am I missing something to run this example?
100
Help / Re: 100% CPU core usage with empty Scene?
« Last post by hinst on November 12, 2015, 11:33:23 AM »
I created a minimal app which reproduces the problem with frame rate and frame time measurement. It only has an empty scene

Testing app: http://pastebin.com/pghTVszW
What I get: https://drive.google.com/file/d/0B9QPF4Dcx5xtRVVPbzZWVTJ6R0U/view?usp=sharing

When I first noticed the problem with time measurement, I searched the internets a bit and found two more possible methods of time measurement in C#: QueryPerformanceCounter and some MultimediaTimer. I write results obtained from each timer to console and I get very different results

Output as plain text: http://pastebin.com/UwXAi2Fq

MultimediaTimer seems to give more accurate result but I am not sure yet; QueryPerformanceCoutner is mad which is strange. I used QueryPerformanceCounter API from native non-.net apps and it worked fine
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