A very generic term referring to visual part of a game. Thus try to avoid unrelevant usage and instead tag for specific grapics type (2D, 3D), API, framework or a library you are using if possible.
-1
votes
0answers
75 views
Rendering shadows on terrain: Does this look correct?
I don't think it looks correct what I am making, image here:
You see a floor with terrain floating above it, on the top left you see the scene depth-visualized and right to it you see things from ...
1
vote
0answers
52 views
Animate Unit Movement on Tiled Grid
I'm writing a turn-based strategy game the uses a grid in Java. I use Swing for the windows, but paint the Grid with Graphics2D. I've already come up with two working solutions, but I'm not sure ...
0
votes
0answers
38 views
Efficient tilemap rendering with layers? [on hold]
The tool I'm using to develop my game is extremely inefficient, and I cant use another tool for now.
If i render the map tile by tile, 32*22 tiles, it gives me a performance of 1fps. So its not ...
3
votes
1answer
83 views
How are Volumetric Effects made within games? (e.g. Smoke/Fire)
For computer generated volumetric elements such as clouds, fire, and whitewater.
How are they made? Is it just a simple collection of particles [put to pixels] taken from Physics equations or are the ...
-2
votes
0answers
37 views
Rookie question about how to start [on hold]
I am very new to game development. I want to start off easy, but I do want to do it in the turn based strategy grid type direction. So I'll probably start with making tic tac toe and such. But even ...
-2
votes
0answers
68 views
Load and Unload Texture Atlas in Unity 2D Game
I want to know that when texture atlas are loaded and unloaded in Unity 2D? I am experience 2d programmer of AndEngine in that I have way to handle manually each texture atlas. But in Unity 2D I don't ...
1
vote
2answers
106 views
XNA blurring moving images
Why does XNA blurs the images which moves less than 1px in between two draws? It is quite annoying, because everything looks really blurry. Is there a way to disable it?
I have tried to set the ...
0
votes
1answer
85 views
Creating a gradient for a texture - Why is the color becoming dark on one side?
Updated
While debugging I looked at the lerp and it was calculating into a negative number at the start. So I added in checks for to low or high a value, and that seems to have fixed it. I'll answer ...
0
votes
1answer
61 views
How do you calculate a gradient value within multiple colors (gradient stops)
In WPF/Silverlight XAML you can have a brush with multiple gradient stops at different points along the color line.
I was able to replicate this behavior with two colors, a single color lerp, from ...
4
votes
1answer
167 views
Multiple resolutions for Unity 2D Android game
I'm trying to target as many devices as possible by providing a consistent experience. So I'm trying to make sure the aspect ratio fits each device it's played on.
After reading some forums and ...
0
votes
0answers
29 views
Rotating an object towards a point in OpenGL C++ [duplicate]
I calculate the matrix like this:
modelMatrix = glm::translate<float>(position) *
glm::rotate<float>(orientation.x, glm::vec3(1, 0, 0)) *
glm::rotate<float>(orientation.y, ...
0
votes
0answers
40 views
Checking if two lines are crossing [duplicate]
How can I check if two lines (created with function love.graphics.line) are crossing themselves? I may use this ability to create procedural maps via graphs.
2
votes
1answer
108 views
Day and Night Cycles and Skybox Blending
I've been working on adding day/night cycles and random weather to my project using the Neoaxis engine. The day/night cycles itself is pretty simple, just rotating the "sun" light around the Y axis.
...
2
votes
2answers
91 views
Isometric objects are mapped incorrect angle, but the map is fine. What am I missing?
I laid out my iso map and it's fine, but when I add my sprite actors they get located in the correct location but they are laying down not standing up. I tried rotating them on the z by 45 but then ...
3
votes
1answer
108 views
Planet sized quadtree terrain precision
I've been working on a planet sized and shaped terrain lib for a while (In webgl and Unity) and have a couple of working implementations [Quadtree cubesphere and circular clipmaps].
But both of them ...