Tagged Questions
18
votes
5answers
665 views
How to prevent “underwater sight” in games
In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water ...
13
votes
2answers
780 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 ...
9
votes
4answers
362 views
What exactly causes a surface to overlap another?
I cannot really figure out what causes one surface to overlap another. In a 3D engine I'm creating, my technique is failing in edge cases.
My method is sorting the surfaces to be painted from the ...
6
votes
6answers
1k views
How come the 3d graphics and animations of MMORPGs are usually worse than non-online 3d games?
I have noticed that in general it seems like the 3d graphics and animations for MMOs and MMORPGs seem not as seductive and polished as the graphics for normal, non-online 3d games.
How come this is ...
5
votes
2answers
246 views
Mobile 3D engine renders alpha as full-object transparency
I am running a iOS project using the isgl3d framework for showing pod files.
I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality ...
4
votes
2answers
890 views
How can I render text above a mesh in DirectX 9?
I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
4
votes
1answer
325 views
Clever way to do the Sonic 2 Bonus Stage effect saving memory
What would be a good way to save memory to achieve an effect like this one?
http://www.youtube.com/watch?v=K89LkvL9JZ0
We're using pre-rendered 3D.
I'm asking this because this naive approach of ...
3
votes
2answers
1k views
3D camera implementation
I've been bashing my head against the concept of a 'camera' for my 3D world for some time now, and I'm not sure I'm doing this right anymore. Maybe I've been working on this for too long and have ...
2
votes
1answer
122 views
Edges drop out when rendered at a long distance
I have this weird effect when rendering small objects at a long distance. I already tried using anisotropic filtering but maybe I am not doing it right.
Material script:
material Platform/Border
{
...
2
votes
1answer
193 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. ...
2
votes
3answers
540 views
Rendering a 3D scene without a window
This is kind of an odd question, but what would be the best solution for rendering a 3D scene without a render window active? The end goal would be to simply render a 3D scene to an image file.
I ...
2
votes
1answer
719 views
What does multisampling skip or improve? (so it can be faster than supersampling)
I never really fully understood this, or found an article which explained all the steps in a friendly way.
I'll start with what I do know already (which I hope do not contain misconceptions). I'm ...
2
votes
1answer
277 views
OpenGL Fast-Object Instancing Error
I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map>, where an object of class ...
1
vote
2answers
270 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
3answers
334 views
What name (if any) applies to this particular 3D rendering technique?
Is there a name for this technique where when instead of rendering certain polygons, you just calculate a few key points and do the drawings in 2d? For instance, instead of rendering a sphere, you ...