Unanswered Questions
5
votes
0answers
184 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
129 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
1answer
234 views
How can I optimize a parallax effect consisting of multiple transparent layers?
I have a parallax effect in MonoGame consisting of multiple semi-transparent layers of textures. The effect is simple, but rendering multiple transparent layers on top of each other is rather slow. ...
5
votes
2answers
621 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
189 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
577 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
68 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
3answers
114 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
2answers
194 views
Per-pixel displacement mapping GLSL
Im trying to implement a per-pixel displacement shader in GLSL.
I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade ...
4
votes
2answers
117 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
122 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
237 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) ...
3
votes
1answer
70 views
Merge corners of fractaly generated borders so they appear naturally
I'm using fractal generator to generate borders around rectangular area. It works great, but my problem is with corners
Naive implementation when left border overlaps top border:
Obviously this ...
3
votes
1answer
108 views
Embed Unity3D and load multiple games from a single app
Is is possible to export an entire unity3d project/game as an AssetBundle and load it on iOS/Android/Windows on an app that doesn't know anything about such game beforehand? What I have in mind is ...
3
votes
1answer
152 views
How frequently do my game server need to message the client?
I am writing a game-server and a game-client. In the client there is a game loop that has a delay of ~16ms (because that would be nearly 60fps). All the logic is at the time handled at server side so ...