Generally speaking; the order of different stages in a workflow. One example is the order in which certain methods and tools are used when graphical assets for games are produced and then imported into the game engine. Another example is the order in which graphical information is processed inside ...

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1answer
115 views

How to provide a fully programmable pipeline for rendering?

I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term ...
1
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2answers
63 views

Registering XNA Custom Pipeline

A while back I was looking for a way to export / load Models in XNA for animations. I took the advice from a comment, and tried using the "SkinnedModelProcessor" he linked me to. It worked great at ...
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1answer
297 views

DirectX / Instance Buffer - How To Use Instance Buffers To Enable Reuse of VertexBuffer Data?

I created a simple Model framework in C++ 11 so that the same model can be rendered in different parts of a scene. What I am trying to figure out is how to reference VertexBuffer data already "set" ...
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votes
1answer
139 views

Would I perform one pass per effect in Deferred Shading?

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
1
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2answers
150 views

Multiple pipelined game loops

I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not: Each major task (drawing, physics, logic, networking, disk I/O) will have its own ...
3
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2answers
341 views

Creating Animations Without Hardcore Art for 2D Action RPG

I'm working on a 2D action RPG. One of the issues I run into is art; in the vein of Flash games like FF7, Secret of Mana, or Epic Battle Fantasy, I would like to actually display the weapon with the ...
4
votes
1answer
101 views

Gamma-Correct rendering without floating-point rendertargets

When using a gamma-correct pipeline, you have to work with floating-point rendertargets. Otherwise, you will get severe banding due to the insufficient precision of the usual 8-bit-per-channel integer ...
7
votes
4answers
776 views

Multiplayer online game engine/pipeline

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other ...
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votes
5answers
360 views

How to produce assets effectively on large Flash game projects?

I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to ...
4
votes
4answers
275 views

How to get faster iteration times in android development

I'm creating a game on the android platform that uses the resources/raw folder for assets and scripts. The problem is that every time I change something I have to rebuild the application to test the ...
6
votes
1answer
169 views

GLSL vertex shaders with movements vs vertex off the screen

If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on ...
3
votes
3answers
324 views

How do I cheaply place a watermark over what's rendered in OpenGL 3.0+?

I would like some insight about how to place an image with an alpha, and a certain amount of opacity, on the top of everything that is rendered. What's the cheapest way to do that? I use C++ with a ...
0
votes
1answer
139 views

Dynamically change shader syntax with the help of C++

I'm starting with the programmable pipeline and the shaders in C++ for OpenGL 3.0+, i would love to be able to change some settings on the fly, for example replacing a function with another function, ...
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votes
3answers
213 views

There is something like the BigO notation for the GPU world and the programmable pipeline?

I find difficult to study the performance of a shader or a series of statement probably because the OpenGL is a state machine and also the execution is in parallel and not serialized like a standard ...
0
votes
0answers
154 views

Using OpenCl to jiggle the Pipe

I've got the Idea to use OpenCL to program a simple Renderer. A clear contra is, that this approach won't benefit from the hardware as the functions on the device (I think). Would it be useful to do ...

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