Game Development Weekly Newsletter
Game Development Weekly Newsletter

Top new questions this week:

How to predict movement correctly when a player is invisible?

I have a multiplayer game and I'm doing client-side prediction, but some players can drink a potion and become invisible... The problem is that when they become invisible I don't share anything that …

multiplayer client-server  
asked by affiszervmention 18 votes
answered by Sean Middleditch 24 votes

How do I avoid interpolation artefacts when scaling up a heightmap?

I am using a bicubic interpolation algorithm in order to upscale a height map, and I am noticing some artifacts around the pixels boundaries. However, these artifacts don't seem to appear when I use a …

c++ math interpolation splines  
asked by deck 5 votes
answered by Josh Petrie 3 votes

How can I estimate the difficulty of user-generated content in my puzzle game?

I'm making a puzzle game where one player makes a puzzle, and other players attempt to solve the puzzle the first player made. The puzzles are a grid of squares that may contain different kinds of …

puzzle difficulty  
asked by SLoW 4 votes
answered by msell 3 votes

How do you calculate the rotational velocity of a flying object?

When a arrow shaped object is fired it slowly adjusts it's rotation to match the direction it is moving. But what is the actual physics behind it? The question is: How many degrees does the ship …

physics rotation 2d-physics  
asked by Mr. Beast 4 votes
answered by Seth Battin 4 votes

Dealing with interpolation and object creation/destruction

I've implemented a game loop similar to that in Glenn Fiedler's Fix Your Timestep! article. I have an update step running at 50Hz and a render step running at 60Hz (monitor refresh rate). To keep …

game-loop c interpolation  
asked by Boreal 4 votes
answered by Denys 2 votes

What is the role of tessellation in terrain?

I'm relatively new to graphically programming and I've been looking into ways to render larger heightened terrain. I keep seeing comments directing me to disregard things such as geometry clipmaps, in …

terrain level-of-detail tessellation  
asked by not tellin 4 votes
answered by Nathan Reed 3 votes

Howdo I send multiple matrices to a vertex shader?

I'm practising animations using bones/skinning. I am trying to send the shader one matrix per vertex. I can think of these two approaches. Method 1 I have one uniform handle for each bone matrix …

shaders opengl-es2 skinning  
asked by user16547 3 votes
answered by ratchet freak 0 votes

Greatest hits from previous weeks:

How can I simulate a bad internet connection for testing purposes?

I am developing an online multiplayer game. It works well when I test it on the local area network, but before I release it I would like to test how the user-experience works out for someone who has …

networking testing  
asked by Philipp 66 votes
answered by Marc Gillé 48 votes

How do I create a save file for a C++ game?

I am coding my final for a Video game Programming course, and I want to know how to create a save file for my game, so that a user can play, and then come back later. Any idea how this is done, every …

c++ savegame serialization  
asked by Tucker Morgan 20 votes
answered by Nate 28 votes

Can you answer these?

Depth write and depth test in Unity

Scenario: several objects (o1, o2,.., on) have to be rendered with the z test disable, but the z values must be written to the depth buffer. In another pass, some other objects (t1, t2,..., tm) need …

unity transparency depth-buffer materials  
asked by teodron 1 vote

Design Question, Thoughts on Path Finding for a Galaxy Map

I am thinking through solutions for a galaxy map. We have different solar systems that need to be connected. I do think a-star (A*) is possibly a good solution but was curious if it was really the …

c# unity path-finding  
asked by user2158259 2 votes

How to work with smaller intermediate textures in OpenGL and GLSL?

I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games. In the actual stage of the project everything about …

opengl c++ textures shaders glsl  
asked by Liordino Neto 2 votes
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