Top new questions this week:
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Does unity allow streaming mesh data that can be continuously changed?
I have a level that is dynamically changing based on some parameters. The number of triangles stays the same, they just change ...
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I'm working on a game idea that uses an in-game currency, and basic business (income/outcome).
Basically, a certain type of building will generate 'income' per seconds until it hits a certain ...
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Say I want to trigger some event with a certain likelihood throughout gameplay. For example, say I want there to be a 5% chance of engine failure in a spaceship simulator that runs for an ...
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I'm creating a game with Unity 3D, where has many levels, and I want create a button in all levels, to back to level menu.
Is possible can I create a "scene template" where I can only change one ...
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I have a tiled forward render pipeline (also called forward+). It assigns a list of lights for every 16*16 block of pixels (tiles) on the screen. Lights are accumulated additively so their order ...
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I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far:
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I am new to CUDA, and it seems that CUDA and Shader are both GPU programs.
When we talk about GPU programming in rendering, like GPU voxelization, are we talking about CUDA or just converting data to ...
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Greatest hits from previous weeks:
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A program should take input, process it and give output. So what exactly does a physics engine take as input and provide as output?
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I'm trying to make a videogame from scratch, but I'm really new to this and keep running into basic issues. Most importantly, how do videogames store offscreen information? What I mean is, how does ...
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Can you answer these?
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I'm trying to recreate a Metroid Prime morph ball type of trail on a rolling pawn. I've got the pawn rolling around just fine, but I'm having trouble getting the ribbon trail to work properly. ...
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I'm currently designing and implementing a multiplayer game server for a fairly basic 2D tile game (somewhat similar to old Zelda games like LttP). The PvP aspect of this game involves fast paced ...
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I have been following this guide http://gabrielgambetta.com/fpm1.html for my 2D platformer multiplayer game.
However I can't do client side prediction in my game. I'll try to make an example.
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