I want to handle multiple collada files with Three.js in following way:
Load and display "01.dae". After a while destroy this scene.
After "01.dae" has been destroyed successfully, load and display "02.dae". After a while destroy this scene too.
...
How could I do this?
Thank you!
Related
I've seen this concept mentioned around the internet but can't find any specifics on how to do it.
I want to lay out my entire level in an .sks file but load only whats in the view of the player/frame at any given moment. In my game I have platforms that go up and down forever, simple roving enemies, and collectable coins that float in the air while bobbing up and down. Since these actions are using
SKAction.repeatForever
They are continuously going even when not in view of player. The only other option I see is giving every action a "key" and then placing invisible sprites through out the level that when contacted start and stop certain actions. While doable it seems it could get very convoluted very fast.
Is there a more straightforward way to lay out my entire scene, but only load what's currently in view? I'm not sure what to call this concept which is probably the reason I can't find much on it.
Any insight is appreciated!
There is no easy way to do it. My personal method is to load your SKS into an SKScene that is not attached to the root node at all (the SKView) and use SKCameraNode's containedNodeSet to move all nodes from the loaded scene over to the scene that is viewable to the user. You would then need to implement methods to continuously swap between the two scenes.
If your concern is only actions, then you can avoid the swapping and just pause all nodes not in the containedNodeSet and unease the ones that are inside of it.
Inside the ARKit sample source code, I can see ".scn" [scene kit files].
I am wondering that how to create a new scene file?
Let's say a coin scene?
Any website where I can download? or learn how to create one for my use? 🤞
You can create one from scratch in Xcode’s “New File” dialog. It’s a resource type (in the same area as GPX files). Chris Language’s book on building SceneKit games has a very nice section on using the Xcode Scene editor, the best documentation I’ve seen on that tool.
You can also use NSSecureCoding and archive an SCNScene that you’ve created programmatically. See SceneKit view is rendered backwards for sample code.
I'm currently attempting to develop games using the sprite kit on a single view application because there is more to my app than a game. I've found this method quite unorthodox because most games are made by directly selecting the game template at the beginning of the project. I have managed to add the sprite kit framework and I've got the fps, draws, node to show. However I've found on native sprite kit projects they have GameScene.sks, and a pre setup GameScene.swift file into their project. How would I set them up? Do I copy the code and put it into a GameScene.swift file and link it to my GameViewController? How would I find and setup the GameScene.sks file?
Not sure why somebody down voted this question, maybe because the question is not descriptive, but anyway, to create a new scene, on the menu, select File -> New -> File, go to iOS -> Resource, and select SpriteKit Scene, this is will create a new Scene template for you
I want to create a custom .sks file, and use it in my spriteKit app. but I don't know how to create it.
anyone who can tell me the details about how to create a .sks file.
These are particle files.
To create one go to xcode, File->New->File...
Then a modal will pop-up go to Resource-> SpriteKit Particle File
Then select the particle type:
Then you can edit your particle effect with the right side bar:
For more details about different particles here
I have some ideas,I have already drawn the scenes roughly and put them into corona.
This is how I would think it would work.
1.I have all the major scenes
2.In each major scene ,there are mini scenes,which lead to smaller scenes with puzzles.
3.I create a game.lua module so it would handle the game logics,and keep track of them.
Example:
A.Door is opened,puzzle number one is solved.
B.Send a costume event to the game module.
4.I need a separate module for inventory box so it acts as an overlay over other scenes.
It also interacts with game module.
.
I know you might say,wait till you get started,but Am I on the right Track?
Do you have better suggestions or know any code examples(Corona Sdk,Lua,Moai,GiderosMobile)?
.
Thanks in advance
I am making a game more or less on this style using Corona, there are a beta on google play.
Corona SDK offers a API named Storyboard, that API allow you to code each scene as a lua module, and allows also you to load a scene as a "overlay".
I guess that you would make each of your scenes a full Storyboard scene, and the inventory a "overlay" scene.
The difference between overlay to a normal scene, is that when you load a overlay it triggers a event on the scene that was open instead of unloading that scene (And when the overlay is unloaded, it triggers another event)
So yes, at least if you do it in Corona, you are in the right track!