Unanswered Questions
10
votes
2answers
297 views
Extrapolation breaks collision detection
Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer ...
5
votes
0answers
139 views
HLSL - Voxel texturing
I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++.
To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
5
votes
1answer
120 views
How do I import service references to Unity3D?
I'm attempting access a service reference in Unity. I need two: the SOAP framework and a separate service called ContentVault.
The respective service URL's are:
SOAP: ...
5
votes
2answers
606 views
atmospheric scattering and sky geometry
I'm trying to implement an atmospheric scattering in my graphics (game) engine based on the gpu gems article: link. An example implementation from that article uses a skydome. My scene is different - ...
5
votes
1answer
178 views
How to pass depth buffer from OGRE to CUDA?
I am using OGRE for rendering some objects. At every frame, I would like to pass the resulting depth buffer to CUDA for running some kernels on it and computing a result.
How can I achieve this? How ...
5
votes
1answer
525 views
Should the networking of my game be a component or a service?
I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that ...
4
votes
0answers
54 views
Slow uniform array
I'm trying to use an uniform array of matrices in my compute shader. However, it's really slow. I've narrowed it down to this lines of code:
uniform mat4 someMatrixArray[64];
...
vec4 result = ...
4
votes
2answers
86 views
Approaches to timed puzzle elements
I'm working on a side scrolling game that has a number of timed puzzle elements. As a simple example: I have a number of moving platforms that have been setup to transition in a pattern. Ideally I'd ...
4
votes
1answer
67 views
2D Boxes/Vertices merging
I want to optimize my colliders geometry, at the moment is composed by boxes (it's a tile based game) of the same dimensions, i want to remove the inner vertices to have, at the end, only the shell.
...
4
votes
2answers
88 views
Unit turning in navmesh-based pathfinding
I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn?
I ...
4
votes
2answers
106 views
How to make a smooth circuit path in Universal tween engine?
I tried to make a circuit by starting at point A, with waypoints B and C and final target at A again, and infinite repeats. What happens is that the path from A to B, B to C is smoothed, but path C to ...
4
votes
1answer
739 views
Problem Implementing Texture on Libgdx Mesh of Randomized Terrain
I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this:
from the debug renderer I think I've got the physical shape ...
4
votes
3answers
734 views
Collision detection with heightmap based terrain
I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array:
index ---> height of terrain
[0] ---> 5
[1] ---> ...
4
votes
1answer
118 views
Can SFML load anything other than RGBA8888? (RGBA4444, RGB565, etc.)
I have tried searching google, and there's next to nothing on there.
I tried searching the SFML forums, but still have no luck.
Am I missing it in the documentation somewhere obvious? Or does SFML ...
4
votes
2answers
225 views
How can I support the creation and rendering of both interior and exterior environments?
Say I already have a renderer that can support outdoor terrain and environment rendering. How would I go about adding support for interior environments (for example, like World of Warcraft's dungeons) ...