Unanswered Questions
11
votes
0answers
470 views
How can I stop Substance's runtime texture caching?
Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
6
votes
1answer
205 views
Unity2D tall grass
I'm using Unity to create a 2D top-down game.
Everything has been great so far, but I have come into a problem that I fail to solve properly.
I want to implement "tall grass areas" where part of the ...
5
votes
0answers
117 views
Ogre PSSM Grass Receiving Shadows
So I made the switch to Ogre3D (v1.7) and using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grasses. In a nutshell, I would like to achieve this kind of ...
5
votes
1answer
136 views
How can I copy an asset folder programatically depending upon a constant?
I have a Unity project in which I have 200 games and some 350 scenes. Now I want to make separate builds for each game. All my assets are present in Assets/IgnoredAssets/ABC folder. To include these ...
5
votes
1answer
739 views
Unity3D - How to tessellate 2D sprites?
I use dynamic vertex lighting on 2D sprites. On larger sprites the lighting is uglier than on smaller ones. This is because every sprite is just a quad of two triangles. Not enough vertices there for ...
5
votes
0answers
109 views
How do I convert a Source engine NPC model to a player model?
The Source engine's NPC and player models differ: An NPC model applied to the player has no animations. It cannot walk and holds its arms out to the side by about a foot. The weapon is held in the ...
5
votes
0answers
162 views
LibGDX controllers: how to fix crashes in JRuby?
I'm using JRuby with LibGDX and it's been going quite swimmingly, save for a crash I experience every time I try to use the controllers extension.
Here's a basic rundown:
I've required all the ...
5
votes
2answers
3k views
Unity: how to apply programmatical changes to the Terrain SplatPrototype?
I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field).
The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...
5
votes
0answers
164 views
How can I convert OBJ data into CSS3D transformations?
I want to convert the data in a 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). I found a bunch of formulae and what-not, but 3D isn't my ...
4
votes
2answers
138 views
Game AI. Behavior Trees struggles
I'm writing a bot for a MOBA game as final project.
Game status is read directly from the screen (that's the requirement).
Now I have come to the AI part. On the first steps it started as some ...
4
votes
1answer
250 views
How can I expose a property to Unity that should be treated like an asset path?
I want to be able to do something like this:
public FileInfo XmlBehaviourFile;
And then use the asset browser in the Unity editor to select an asset. Ideally, I would like to limit it to XML files ...
4
votes
1answer
441 views
How do I generate a mipmap for a texture loaded from a stream?
I am loading a Texture2d from a stream:
public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) {
Texture2D texture;
using (MemoryStream s = new MemoryStream())
...
4
votes
0answers
735 views
How to occlude lights in Unity3D?
First off, I own Unity Pro.
I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...
4
votes
2answers
3k views
Rendering shadow sprites in cocos2d-x
I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation:
MAX(0, Cd * 1 - Cs * S)
where Cd is the destination color (that is, a background ...
3
votes
0answers
44 views
Unity3D [C#]: How do I use a custom inspector to expose an array of polymorphic objects to edit?
[EDIT: based on some feedback, I pruned the example down to the base functionality of the bug we are trying to solve. The description below remains accurate, but the repro has been shortened to:
...