The process of generating an image or series of images from a model by means of computer programming.
1
vote
1answer
117 views
How to render a tilemap efficiently? [duplicate]
I'm using this code to load a tiled map, composed of 1000x1000 32x32px tiles:
map = new TmxMapLoader().load("levels/xyz.tmx");
camera = new OrthographicCamera();
camera.setToOrtho(false, ...
1
vote
2answers
63 views
One or multiple VertexBuffers
I'm currently working on a personal project where I'm trying to load the levels and all of the geometry from the game "Medal of Honor Allied Assault" into my own C# code-base based on SharpDX.
I ...
2
votes
0answers
50 views
How do I improve terrain rendering batch counts using DirectX?
We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how ...
2
votes
3answers
136 views
Entity/Component based engine rendering separation from logic
I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic.
I wonder if it is a common practice in entity/component ...
-1
votes
0answers
82 views
How do I start with creating game graphics? [closed]
I'm new to this site, and I was wondering pretty much how to get started! I'm an experienced programmer, but have little to no experience with game development. I'm interested in creating ...
-1
votes
2answers
216 views
Problem rendering cube using DirectX 11
I'm toying with DirectX 11 and am trying to render a simple cube, but I can't seem to get anything to show (except the clear color, which is a good sign I suppose...)
Everything seems to be working, ...
2
votes
1answer
117 views
Sketchup model renders wrong in XNA
My XNA model renders wrong.
It should render like that:
But it renders like that:
The background doesn't matter. It's just the model that renders wrong.
Here is the drawing code:
protected ...
3
votes
1answer
172 views
Where should I put my mob rendering code?
I'm making a simple LWJGL game. However, I'm a bit confused about rendering. So I have a Mob class and a TriangleMob is a basic enemy.
package daniel.entity.Mob;
public class TriangleMob {
...
4
votes
1answer
143 views
Applying an outline effect to primitives
I am trying to draw an outline on a collection of quads in Direct3D. I have three intersecting quads on the same plane in the following configuration:
(The different colors here are just to ...
2
votes
1answer
122 views
Not repeating background in platformer [closed]
I need to make not repeating background for platformer. I can't find any description of implementation and I developed algorithm but I'm not sure that it's right.
I can't load one big texture per ...
12
votes
2answers
366 views
Best technique to create oldschool (fake 3D) racing game?
What would be a good approach to develop the render system for an oldschool type racing game that uses a pseudo 3D scenery, like for example Outrun or Lotus Esprit Turbo Challenge? There's an endless ...
0
votes
0answers
45 views
Terrain Multi-texturing Approaches
I've read numerous articles about how to render terrain and most of them approach it from a vertex/polygon perspective with respect toward level of detail. But what I continue to find myself ...
0
votes
1answer
76 views
Rendering an object more than once
Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has:
A diffuse shader
A directional lighting shader
A texture shader
Now the final color ...
0
votes
1answer
73 views
Using two FBOs results in the second FBO having nothing drawn to [closed]
I'm writing a deferred renderer, and I use two FBOs: the first one for G-buffer (color, normal, depth) and the second one for lighting (light output), so the first one has three textures bound and the ...
1
vote
1answer
76 views
Books that discuss practical rendering techniques? [closed]
I'm looking for some books that discuss practical rendering topics like say rendering a bsp level or md2/3 mode, making a little quake like game as the goal or something to that effect. Any ...
0
votes
0answers
85 views
Canvas - Good rendering practises? [closed]
I've been using the Canvas a lot lately for little Java games and i've noticed a lot of strange things can happen. For example, earlier today I created a little game in which the objective is to shoot ...
1
vote
1answer
91 views
XNA 2D game fullscreen issue
Hello!
I am creating a 2D farming game using XNA - just today I have tried applying full screen to it, and I realized I failed badly with something. It cuts off a bit of the lower part [item hotbat ...
0
votes
1answer
51 views
How to scale a texture in OpenGL/LWJGL?
How would I take a texture and render it to a specific size? The texture I'm rendering has a 1:1 ratio so I want to be able to render the whole image like if the window is wide then put black outlines ...
3
votes
2answers
221 views
How do I calculate consistent frame timings at 60fps?
I'm writing an HTML canvas game that uses requestAnimationFrame and therefore runs at 60fps, although this is more of a question about failing arithmetic than about JavaScript.
If I measure the time ...
1
vote
2answers
97 views
Tile-based game with DirectX - issues with transparency and StretchRect
In my current project I have a class which loads a map file and then it should load all associated tilesets (no transparent tiles - I used to work with magenta as a colorkey) and precreate a surface ...
1
vote
6answers
374 views
Is it good to sort objects list before every rendering?
I need to render a "tile" game, which are like these:
or
or
I don't know how to render them in correct order. I intend to perform a sorting operator before every rendering (depending on their ...
1
vote
1answer
190 views
haxe level scrolling
How would level scrolling be implemented with haxe and nme?
I started plying with haxe and currently the only way to display things on screen is by using nme.display.Sprite.
I don't think changing ...
1
vote
1answer
96 views
Collision detection against specific sprite shape using XNA with Farseer Physics?
I am making a 2D XNA Game, using Farseer Physics for collisions.
I need collisions to be resolved against the actual shape of the sprite image, ignoring transparent pixels, rather than against the ...
1
vote
2answers
207 views
8-bit Game: To pre-scale images, or post scale my Cocos2d scene. Which is the better approach?
I'm wanting to develop a game with an 8-bit feel. Since this game is mostly for my personal enjoyment, I've set a requirement that I want my game to have an 8-Bit feel to it that is most similar the ...
0
votes
0answers
62 views
How to improve my maxscript random blood generation code?
The idea was simple. Draw basic blood drop meshes. Shuffle them with random generator to get final drop's. Export and render them in game as other meshes.
The problem is that it's not looks like a ...
3
votes
1answer
94 views
How do I render a filled and stroked path using OpenGL?
I want to render a 2-dimensional geometric path consisting of Bézier curves and straight lines. Paths can be concave.
What is the most efficient way to draw this using modern OpenGL? Can I do this ...
0
votes
2answers
62 views
Images not rendering in Slick
I have built a game that uses the Slick framework. The maps are tmx files and were built using TileD. The game iterates through a list of players and maps - once a game with a player and map is ...
7
votes
2answers
319 views
Why are some games using some dithering pattern instead of traditional alpha for transparency?
Recently, I have seen some 3D games (eg: GTA IV) to use some kind of ordered dithering to simulate transparency / alpha.
The polygons are not transparent as usual, but instead render a dithering ...
3
votes
1answer
153 views
Pygame performance issue for many images
I've made a script for generating a game world based off of image pixel data.
Trying to make a python map editor
My progress so far has resulted in a program which loads an image and draws sprites ...
1
vote
2answers
152 views
Should the world transformation matrix be stored in a constant buffer when rendering?
Generally when rendering objects you would:
Apply world transformation to go from object space to world space
Apply view transformation to go from world space to camera space
Apply perspective ...
1
vote
1answer
114 views
Mapped texture to a gluSphere not wrapping correctly
I have a 3D sphere rendered using JOGL by means of GLUquadric. I'm trying to add a texture but it is not rendering as correctly.
Does anyone understand why the texture (upper-right of sphere) isnt ...
0
votes
1answer
111 views
Custom VertexDeclaration for Color, Texture, Normal
What is the best way to create a VertexDeclaration, that makes it able to render a Shape consisting of vertices and also be able to store a color for the shape (in case the texture can't be rendered - ...
1
vote
2answers
151 views
Rendering multiline text with SDL_TTF
Can you use any function to render more than a line of text in a surface?
If you can't do this, what whould be the way to go?
I am doing the following: Create a surface (not sure if should be a ...
0
votes
1answer
495 views
Draw a line using libgdx ShapeRenderer() [closed]
Need to Draw 3x3 line for tic tac toe,
i started implementation but i stuck here
package com.me.mygdxgame;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import ...
0
votes
3answers
146 views
Event Based Render / Update Loop
I'm working on a few game dev tools which use OpenGL or DirectX to render 3D models (viewing).
Consider your favorite 3D modeling software package (Softimage, Maya, 3DS Max, modo, etc.). Note that ...
11
votes
1answer
261 views
OpenGL - white edges on cubes
In a minecraft-like game I'm making, I get white edges on my cubes:
It is much more noticeable in darker textures. The textures are being setup like this:
glTexParameteri(GL_TEXTURE_2D, ...
3
votes
1answer
82 views
Blender Object Appearing Gray when all Lights are Off
I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out ...
2
votes
1answer
98 views
Where in a typical rendering pipeline does visibility and shading occur?
I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a ...
1
vote
2answers
102 views
How do I cap rendering of tiles in a 2D game with SDL?
I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds ...
-2
votes
1answer
217 views
Game Engines with real time lighting
I am studying computer graphics since 3 semesters and we just started with OpenGL. I really enjoy it and want to create my own little engine for learning purposes.
I already read tons of different ...
2
votes
2answers
140 views
Square game map rendered as sphere
For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all ...
2
votes
1answer
343 views
HTML5 - Does it have the power to handle a large 2D game with a huge world?
I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5.
However, I have ...
0
votes
1answer
67 views
Render graphics using Doubles in Graphics2D
Currently, I have a JFrame for my game to render in, and I'm using Graphics2D for drawing (The games graphics are fairly simple 2D sprites). However, my delta variable is a double, and all of the ...
-3
votes
1answer
154 views
Isometric Rendering and Picking [duplicate]
Possible Duplicate:
Isometric rendering and picking?
I've been looking for a formula to plot (world->screen) and mouse pick (world->screen) isometric tiles in a non-diamond-shaped world. ...
3
votes
1answer
103 views
blurry image rendered
I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap().
Some of the ...
6
votes
2answers
797 views
How do I render terrain in a 2.5D perspective, like in the game Don't Starve?
I have experience in making 2D side scroller games such as Terraria, but now I want to challenge myself and make a game that has a 2.5D perspective. The game I am trying to mimic is Don't Starve. ...
0
votes
0answers
37 views
How to attach PIX to running app?
Do you know how can I attach PIX or other rendering debuging program to running windows app with directx? Is it possible ? I can only choose in *.exe to run :/ I have Directx SDK June 2010
2
votes
1answer
123 views
Software rendering 3d triangles in the proper order
I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. ...
6
votes
3answers
482 views
What is the best way to render a 2d game map?
I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways.
For a 2D TopDown game: (simply render the ...
1
vote
3answers
154 views
relationship between the model and the renderer
I tried to build a simple graphics engine, and faced with this problems:
i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method ...