Top new questions this week:
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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Greatest hits from previous weeks:
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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 …
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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 …
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Can you answer these?
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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 …
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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 …
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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 …
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