A very generic term referring to visual part of a game. Try to avoid unrelevant usage and instead tag for specific graphics type (2D, 3D), API, framework or a library you are using, if possible.
1
vote
0answers
22 views
How does Unity's QualitySettings.masterTextureLimit work?
I'm trying to get to the bottom of how masterTextureLimit works, but my results have been inconsistent so far.
I created a massive sprite (8192x8192), and I'd like to resize it at runtime to save ...
0
votes
0answers
39 views
Guidance for starting a game in C++ [closed]
Well I have already covered basics of C++ such as control flow, inheritance, pointers, etc. Now I am interested in game development and need help for the same. I will learn SFML and SDL next. But I ...
0
votes
1answer
15 views
UNITY Prevent 3D Text Render Trough All Object Without Shader
im tired of those answer i found trough search engine that just keep saying " the trick is to modify the shader " without thinking because they want to gain reputation , in my case , i have 2 3D text ,...
0
votes
0answers
26 views
deferred rendering with skinned
I am stuck in big trouble. I used a deferred rendering sample, and then I add terrain into the scene with multi texturing support. Everything worked fine, but when I introduced a skinned mesh for ...
0
votes
1answer
39 views
3D modelling from a picture?
Can I make a model from a picture? A friend of mine would like to be an NPC in my game ! :P I would like to add him, but I never did 3D modelling!
Is it possible to make 3d model from photo/picture?
0
votes
0answers
17 views
PIXI v4 - Is possible to disable Multi Texture Batching in PIXI v4 ?
I would like to know if is possible to disable the multi texture batching in a PIXI V4 game.
Recently i jus update my game PIXI lib from version 3 to 4.2. I`m using cocoon Canvas + . It seems ...
0
votes
0answers
30 views
OpenGL 2D sprite batch results in strange behavior
I'm pretty new to OpenGL and have been trying to implement a sprite batch, starting with a simple 'fill_rectangle' function for debugging, no textures or anything yet, just a filled-in rectangle. I'm ...
1
vote
1answer
34 views
How to get smooth parallax in a wrap-around world
I'm working on a multiplayer space shooter a-la Star Control melee. The background of the game consists of several layers of tiles sprites making up a parallax effect of clouds and stars. The player ...
-1
votes
1answer
87 views
What is the difference between OpenGL, SDL, DirectX, GLFW, GLUE?
I have not work with graphics yet but i'd like to know its concepts at some high level overview.
I was told that OpenGL and DirectX are somehow programmed into my graphics card, and i can use GLFW, ...
0
votes
1answer
24 views
Is there a sane and aggravation free way to project textures onto an animated model?
I'm trying to figure out exactly how to project textures onto an animated model. I've taken a look at L4D2's wound's white paper. But their method doesn't exactly explain how they went about this.
I'...
0
votes
1answer
65 views
Calculating vertex normals in OpenGL C++
Does anyone knows a simple solution for calculating vertex normals? I've been looking for this on the internet but i cant find a simple solution, for example, if I have some vertices like this:
...
0
votes
0answers
52 views
GLSL Texture 2D Array indexing does not work as ecpected
For some reason i can only ever get either the first or the last texture in my texture Array to render. But if i hardcode an index Value in the shader like texture(sampler, vec3(u, v, 2); i get the ...
7
votes
1answer
120 views
How to implement large data files without using up a lot of space at runtime?
Say I have a bunch of images that I want to use with my game; I want the image files to be external, so overall I have the game's executable and a directory full of images. Let's say there are 100+ ...
0
votes
1answer
38 views
How to make object move in exact gametime in Monogame, XNA?
I have recently started learning monogame. The big question i faced is how to make object move, when gametime variable has an exact value.
//Update method in Game.cs
float delta = (float)...
0
votes
1answer
53 views
Drawing in SFML outside of the main function (passing the window over to other fuctions) doesn't work
Why does the drawn Sprite only appear in the Window when drawn from the main-function, but not when drawn from an external function and how can I change this?
class Class {
private:
sf::Sprite ...
0
votes
1answer
90 views
How to map intensity from dot product to float RGB from 0 to 1?
I'm getting the dot product of the surface normal and light position. The weird thing is the dot product is larger than 1.
Also, I want to map that intensity from 0->1 to Float RGB from 0->1. Here is ...
0
votes
1answer
57 views
BRDF Incorrect specular highlights
I'm currently attempting to implement BRDF lighting, and am hitting a bit of a snag with my specular term - the specular highlights aren't rendering correctly.
To make things simple, I'm using a ...
1
vote
1answer
61 views
How about fitting into gaming industry with Design and Development mindset and seeking for a masters degree? [closed]
Might be the question is a bit weird but that's what I'm focused on and want to discuss about obtaining a masters degree to fulfill my dreams to work as both designer and developer.
I work as a ...
0
votes
1answer
44 views
Reset Camera view - webgl
I have camera rotating by dragging mouse.
Im trying to add reset button that restart the scene to initial view.
The rotating camera works as expected but I can't figure out how to reset it.
The ...
2
votes
1answer
90 views
Check if SDL Window is open
I need to check if the game's SDL Window is open before I can start rendering graphics, normally I would know how to this, but the problem is the window is created in the main class, and I need to ...
0
votes
1answer
33 views
SDL_RenderCopy to set location
I'm coding a game's GUI in SDL2 and c++, I'm using SDL_RenderCopy to load the buttons on to the screen, but don't know how to get buttons in specific spots eg. bottom left corner, slightly below ...
6
votes
1answer
142 views
render text inside countries
I have a map of the world and I want to place text on top of each country. The text can be anywhere from 0 to 1000 symbols long, and can often be changed.
I'm looking for an algorithm to layout text ...
0
votes
2answers
101 views
Having problems sending multiple lights to my shader
I have a lightstruct in C++ which holds the color and direction of the light.
const int NUM_LIGHTS = 1;
struct lightStruct {
XMFLOAT4 Color;
XMFLOAT4 Direction;
};
And this is how I ...
3
votes
1answer
123 views
How do I change color of one part of sprite in Game Maker?
I want to generate a competitive game like Age of Empires where each player has access to a variety of units, and each player can be distinguished by a color in each unit
And instead of sprites ...
0
votes
0answers
50 views
Using typed buffers with the compute shader (HLSL, C++)
I've been using Introduction to 3D Programming by Frank Luna to introduce myself to graphics programming. In the compute shader chapter exercises, we're asked to make a program to input 64 vectors and ...
1
vote
1answer
51 views
draw only on stencil buffer monogame
Exactly as the question says. Is there a way i can draw vertices only into the stencil buffer.
Basically i want to perform some operations on some vertices of a mesh and based on the result, draw ...
1
vote
0answers
52 views
Rotating an Object Around an Axis
I have a circular shape object, which I want to rotate like a fan along it's own axis.
I can change the rotation in any direction i.e. dx, dy, dz using my transformation matrix.
The following it's ...
1
vote
1answer
69 views
How do I perform an Iris Wipe transition, using C++ in SDL 2.0?
How do I perform image masking/clipping using an arbitrary shape like a circle?
I want to do an Iris Wipe transition, similar to in the movies. By Iris transition, I mean the circle transition ...
1
vote
1answer
67 views
Why is the standard on displaying missing textures is via a black and purple checkerboard?
In many different games, such as Minecraft and TF2, the default texture is a black and purple checkerboard. Even games that don't use that exact texture incorporate elements of it. Borderlands 2 uses ...
3
votes
1answer
83 views
“Highlighting” Faces/Edges/Corners
How would I "highlight" faces/edges/corners?
I would prefer an explanation OpenGL if possible.
Here's an example:
-3
votes
1answer
141 views
How do graphics libraries work? [closed]
I have made many different game engines with OpenGL, but still struggle to understand how they work and the process in which the library tells the computer what to do.
How do graphics libraries such ...
0
votes
0answers
39 views
Free Camera Movement Problem
I've tried implementing a free camera movement that works with WASD keys similar to most engines: ( Y is UP )
// When W is pressed
camera.setPosition(new Vector3f(currenPos.X+speed*(float)Math.sin(...
1
vote
2answers
120 views
3D on GBA, how was it done?
I've been wondering, how did game programmers make this: https://youtu.be/S6huq2G43Ls?t=4368 possible?
There seems to be some odd morphing of textures when you walk by objects, and the textures are ...
1
vote
2answers
87 views
Any major perf (or otherwise) concerns with rendering to/from big partial texture rather than multiple?
I have a very low res mobile game I'm working on that takes multiple rendering passes followed by a pass the composes them. Currently, I have a tex for each pass- each of which gets given to the ...
1
vote
1answer
88 views
What is the math behind rendering isometric with the aid of Depth Maps?
I am currently in the process of designing an Isometric game, and one of the features we are trying to add, is using sprite depth maps to render geometry in the correct order.
The reason we are ...
2
votes
1answer
97 views
Physically based shading - ambient/indirect lighting
I implemented a physically based path tracer after studying PBRT by M. Pharr and G. Humphreys. Now I'm trying to apply physically based rendering to real time graphics using OpenGL.
I want to start ...
0
votes
0answers
23 views
Drawing a 2D polygon filled with a rotated texture
As I have seen, System.Drawing.Graphics in C# has proven to be really bad at handling larger images. So, if I want to draw a both tiled and rotated image, I will have to draw each tile directly to the ...
1
vote
2answers
239 views
Can my game be 8-bit even though it has hi-res text? [closed]
My game has 8-bit sounds, 8-bit graphics, 8-bit everything. Except one thing: the level selection screen. It has small text and therefore must be hi-res to be readable. What should I do?
Edit: The ...
1
vote
2answers
114 views
How to read rendered textures back without killing performance
I have an application where I need to render some OpenGL based dlls, read the rendered textures back, and send them to another directx based application that will render them in directx.
Right now, I ...
0
votes
2answers
62 views
Can I develop on the Oculus Rift with below the minimum required hardware?
I have tried to see if my GTX 960m supports VR and sadly it seems I need minimum GTX 970m, still I have seen videos that if you overclock your 960m you can get a decent 115 frames. My question is, can ...
0
votes
1answer
18 views
Asset Library Class or passing Asset's through constructors
I am at the point of designing UI-Logic and I was wondering what a good way to pass asset information to these objects would be.
What I was trying as of yet was passing assets to the objects ...
0
votes
1answer
95 views
How does code translate to graphics? [closed]
I know this is kind of a basic question, but I'm trying to create my own game from scratch and really don't understand this. How does the code of a videogame program certain pixels to be certain ...
0
votes
1answer
73 views
Java Graphics - big images slowing down
I'm working on a little game for learning purposes so please don't recommend me to use any library like libgdx or slickutils.
I have just one simple question. Does rendering bigger images with ...
5
votes
2answers
1k views
How to keep a round body rotating without rotating it's center
I want to make a game in Unity in which the Player is a sad star. I want to have the points (The "arms and legs and head") of the star to rotate like a circle but to keep it's face (which is in it's ...
2
votes
5answers
357 views
Approximating particles with with nebula
I have a 2d galaxy where each star is rendered a particle:
I'd like to approximate it with nebula, so that instead of seeing lots of tiny dots from afar, users will see lots smooth light in the area. ...
3
votes
2answers
323 views
Java 2D Lighting
Edit- ive noticed that the issue is caused when drawing to a bufferedimage
I've been struggling to create 2D lighting in my 2D sandbox game. I've been reading through multiple threads and have tried ...
1
vote
0answers
24 views
Let one camera frustum intersect another's
I am currently struggling with the issue of combining two camera's render outputs. One camera renders orthographic 2D objects (e.g. facing the X/Y plane), the other renders 3D objects overlaid on top ...
3
votes
1answer
182 views
How to make a moving background with PyGame?
I'd like to create a moving background in my Python game, with an image, that moves up until it reaches the end, then it goes back to its first position. I'm still in my learning process and this is ...
1
vote
0answers
54 views
Advice on mapping tiles to a height map/3D world
I've been attempting to think of a way to map tiles to a height map. Where a grid can be either layered or integrated into the world data. However, since I am not using voxels I could use some advice ...
1
vote
1answer
77 views
Disney BRDF - where is metallic factor input into BRDF?
Burley states about metallic parameter:
"This is a linear blend between two different models. ..."
What are the two models? I can't see this described in the Frostbite or the Unreal papers either.
...