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28 déc. 2014 · Pixels are not all the same size. If you measure in pixels, your game will look very different on a device with 340 pixels per inch than it will on a device with 72 pixels per inch. Instead, make all measurements in terms of some linear unit of length (inches, centimeters, points, etc.) or as a fraction of screen/window height.
20 janv. 2015 · 2 pixels a meter? This is a pretty big game world. Ignore DPI. This is completely confusing the issue IMO. Simplest : You model in real world coordinates (box2d does on meters) and you map, in libgdx terminology, via a viewport at rendering. If you make your game world too small there may be problems with vertices collisions however.
8 janv. 2016 · I wanted to manipulate pixels in a bufferedimage by doing this: BufferedImage screen = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB); int[] pixels = ((DataBufferInt)screen.getRaster().getDataBuffer()).getData(); The problem is: It displays the image but without the right color. There are no errors in the console.
23 oct. 2012 · I am creating an Application which will run on all Android Devices. I want to create xhdpi Graphics for My App. My App is full screen. I am confused in Creating graphics. can any one tell me the best sizes of my background image in pixels. For Example: xhdpi: 720x1280 px; hdpi: 480x800 px; mdpi: 320x480 px; ldpi: 240x320 px
8 nov. 2017 · 0. In basic steps: Grab the texture of the rendered screen with appropriate OpenGL or Directx command if the game is fullscreen. For example with glReadPixels you can get the pixel value at window relative pixel coordinates from current bound framebuffer. If you are not full screen, you must combine the window position with the window relative ...
30 mai 2012 · But if this is stumping you, I'd suggest you do a serious math refresher before trying to write a game. Also your statement. My smallest sprite is 4 pixels, so we can say that 1 tile = 4 pixels. The player and enemy sprites are all 20 x 20, so each player/bad guy will occupy 5 tiles. doesn't work out for any reasonable geometry. If by "1 tile ...
21 févr. 2016 · In this line you are not creating a new object. You are storing a reference to the object int[] in your variable pixels. Anything you change in pixels, gets changed inside of the int[] object in image: pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData(); I've created an example, try running this code:
16 oct. 2023 · Assets Pixels Per Unit: 32; Reference Resolution X 800 Y 450; Pixel Snapping: Checked; Maybe I can use pixel-shader for 32x32px image, but it is not quite clear how it will affect horizontal pixels. I appreciate any guidance on optimizing my setup and achieving pixel-perfect display in a 2D pixel art game. Thank you!
23 août 2021 · const generateDrawingBoard = (ctx) => { // Generate an Array of pixels that have all the things we need to redraw for (var i = 0; i < rectCountX; i++) { for (var j = 0; j < rectCountY; j++) { // this is the quint essence whats saved in a huge array. 1000's of these pixels. // With the help of this, we can redraw the whole canvas although canvas has not state or save functionality :) const ...
19 juil. 2015 · 3. You can see how many pixles it is per unit. Unity has 100 pixels per unit from the start (at least for me) and you can change it for each sprite. If you select a sprite (in the project tab) it should look something like the image below and from there you can change it to whatever you want. answered Jul 19, 2015 at 20:39.