Unanswered Questions
16
votes
0answers
599 views
How can I get PagedGeometry grass to receive shadows?
I made the switch to Ogre3D (v1.7) and to using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grass. In a nutshell, I would like to achieve this kind of ...
10
votes
3answers
494 views
How can I create a 2D “gooey”/“sticky” separation effect?
I want to create an effect similar to this animation where two shapes separate over time but are connected (for a time) by something gooey that stretches and eventually breaks. Like pizza cheese, but ...
10
votes
0answers
249 views
How do I run functional tests against my Unity3D game?
Context
I am continuing some legacy code for a game in Unity3d, and I want to write some functional tests meant for regression, to ensure I don't break things when implementing new things or when ...
9
votes
3answers
628 views
Entity component system - game progression
I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this:
I've been reading about ...
9
votes
3answers
356 views
BRDF and Spherical coordinate in ray tracing
I developed a ray tracer that use standard phong/blinn phong lighting model. Now I'm modifying it to support physically based rendering, so I'm implementing various BRDF models. At the moment I'm ...
9
votes
0answers
181 views
Dual Contouring - Finding the feature point, normals off
I am following this tutorial to implement Dual Contouring
http://www.sandboxie.com/misc/isosurf/isosurfaces.html
My data source is a grid 16x16x16;
I traverse this grid bottom to top, left to right, ...
9
votes
0answers
319 views
How to cache resources in my homebrew rendering system
Background:
I am designing a simple 3D render system for an entity component system type architecture using C++ and OpenGL. The system consists of a renderer and a scene graph. When I finish the ...
9
votes
2answers
392 views
Rotating a 3rd person camera toward a target
I have a 3rd person camera that doesn't look directly at the player but somewhere in front of him.
When the user enter shooting mode, I want the camera to turn around the player to face the target.
...
8
votes
0answers
442 views
SSAO and normal issues
I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/
I'm currently having issues with "smooth" normals, for example when using normal/height maps.
To ...
7
votes
1answer
749 views
Word game - board implementation?
I'm working on a boggle type game for android, using libgdx. The user is presented with a 4x4 grid of letters and must find words by dragging their finger over the letters.
Unlike boggle I want used ...
6
votes
1answer
128 views
How are Stencil Buffer Operations Applied in ShaderLab
In Unity's Shader lab, I've read that the Stencil buffer is implemented with a mask, and an object reacting to the mask.
The mask may be defined like the following:
SubShader {
Tags {
"...
6
votes
0answers
131 views
Learning how to make imposters manually in Unity - how to render an object to a texture not what camera sees?
I am trying to learn the most performant way to make an imposter in Unity manually - not using pre-fabricated solutions.
My first guess is that it should be achieved by using RenderTexture and a ...
6
votes
0answers
148 views
Oculus Rift on Motion Simulator Platform
I currently develop a VR environment for an existing (physically) large motion simulator platform. The user can sit on this motion platform and gets accelerated and tilted to induce the feeling of ...
6
votes
0answers
74 views
Spherical Area Lights do not match reference
So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference):
What I am ...
6
votes
1answer
336 views
How would one generate a Navigation Grid for a 3d world?
I am attempting to find a solution to this problem. I'm trying to build a navigation mesh in the format of a grid of verticies locked to x,y floored coordinates in the shape of squares for 3D space. ...