Tagged Questions
The process of generating an image or series of images from a model by means of computer programming.
0
votes
0answers
11 views
SDL2.0 rendering images to multiple windows without creating double textures?
Simply put: what is the simplest way to render an image to two different sdl2 windows?
I'm pretty new to SLD2.0, but I had a nice little level editor working, then decided to move the area with edit ...
0
votes
1answer
16 views
Libgdx: How to replace texture with shaperenderer?
I have a method that creates rectangles, it takes a texture
for (Rectangle rect : rect) {
game.batch.draw(rectImage, rect.x, rect.y);
}
The texture is simple, I could just draw ...
0
votes
0answers
15 views
How can set up a “custom rendering region” for tilemaps?
PhaserJS has a great support for rendering and handling tilemaps, but I miss a crucial feature.
Assume that I need some portions of the screen (or more specifically, the canvas serving as a "domain" ...
1
vote
1answer
19 views
Is there a way to set texture wrap mode as repeat in SDL 2?
In SDL2, I would like to render a texture on the screen, but with destination rectangle greater than texture size. Instead of stretching the texture, I would like the texture to be repeated as many ...
50
votes
3answers
6k views
How do modern game engines achieve real-time rendering vs Blender's “slow” rendering?
I'm new to both gamedev and Blender, and there's something I can't shake:
In Blender, a single render (even using the more advanced Cycles renderer) can take up to 45 seconds on my machine. But ...
0
votes
1answer
49 views
+50
Multi-pass rendering using FBO and combining resulting textures
I need to render a 3D scene and then several 2D panels that i need to compose on top of the 3D render. I looked on the web for some resource that would show how people do that but couldn't find any. ...
1
vote
0answers
49 views
1D vs 2D vs 3D texture performance
I'm working on a 3D game with large blocky untextured, but individually colored, voxels (similar to CubeWorld). For rendering, right now I naively convert online all visible faces ahead of time to ...
1
vote
2answers
70 views
What pattern is used to render tiles?
I want to render a tile-based map and I am not sure which class structure to use to keep logic and rendering separeted.
My class structure so far on the logic side: One abstract parent class Tile ...
1
vote
1answer
67 views
What does Unity engine use for 2D rendering in Android?
I was starting to develop a 2D game last month, the game was in Java and Android Studio, and using SurfaceView.
My idea was to make my first engine to understand how does game engine work, and also ...
0
votes
0answers
37 views
What's the first step in implementing Sparse Voxel Octree
What should we do first?
To voxelize the triangular mesh then save the data to the octree or implement the octree first?
I found some papers but no step by step tutorial.
For instance, I can't ...
3
votes
0answers
50 views
Blur just one object in Unity
I've recently encountered a problem where I needed to blur an object that is inside another object. I've tried several methods to fix this but none of them works properly. In the screenshot below, ...
-1
votes
1answer
86 views
Any Reason for a “Canvas”-Based Approach for Isometric Game GUI?
When designing game engine GUI systems, I know a lot of game engines (notably Unity, and Unreal) use a sort of "canvas" system. But, in an isometric game, where the camera is orthographic anyway, this ...
3
votes
1answer
51 views
How to sort tiled decal list?
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 doesn'...
0
votes
1answer
44 views
Visual Artifacts from motion blur
I tried to use this motion blur effect on my project but found some strange looking artifacts when setting it's alpha to low values. (Which increases the strength of the effect)
The effect works by ...
4
votes
1answer
171 views
How could I render a star like those in Elite Dangerous - coronas and some sort of 3D “plasma” effect on the surface?
Lets assume I wish to render a large, 3D, star object in a game engine using OpenGL. I can use a few different meshing methods: this includes mapping a cube to a sphere (with better subdivision to ...
0
votes
0answers
13 views
Only render things visible on window/JFrame - Java
So I am making a 2d top down game in Java. It loads a picture of the level and on every yellow pixel it loads a block, and on every blue pixel it adds a water block etc.. These 'GameObjects' get added ...
1
vote
1answer
45 views
Deferred Shading and Transparency Clarification?
So, this is a bit of a simple question, but I can't seem to find a real answer anywhere. I've been looking into implementing deferred rendering using MRT into my in-progress render engine, but I'm a ...
0
votes
0answers
27 views
Listening to mouse clicks in a seperate thread
I'm developing a card game and I need to pause the game logic until the player clicks on a valid card game.
I separated the player's Update method in to a seperate thread, and I'm doing this ...
0
votes
1answer
51 views
Render Engine Only Renders one Frame? [DirectX/C#]
Just for background, I'm designing a soft engine in C# using the SharpDX DirectX wrapper library. I've gotten around to implementing the render engine, and I can render a texture to a face, except it ...
4
votes
3answers
124 views
Cube world rendering optimizations
I'm making a Minecraft like game and I would like to apply some optimizations. Firstly I didn't and I rendered the world using a vbo in which I stored a cube model and I drow all blocks of the worlds ...
1
vote
1answer
35 views
Help Understanding Cameras/View Matrices in DirectX11 (C#)
So I'm designing a soft game engine in C# on top of the SharpDX API (a C# wrapper for DirectX). As I'm designing the camera, though, I'm running into some issues getting the 3D perspective correct. I'...
0
votes
0answers
66 views
Voxel clouds rendering in Unity
I would like to have realistic voxel clouds in Unity game - I found a very promising article on fast fluid simulations, however the the output of the algorithm itself is 3D grid of cloud densities (=...
0
votes
0answers
62 views
Best way to render a 2d map?
I can't post more than 2 links (which I use for the images), that's why I have spaces in the links, remove the space between http:// and the link.
Please note this is a different problem than: http://...
0
votes
0answers
66 views
OpenGL not drawing with VAO and VBO created in class constructor
I'm trying to make a game similar to minecraft and I thought I would have each chunk hold its own VAO with all of the coordinates of the visible blocks. I could it get working with one VAO in int main(...
1
vote
1answer
83 views
OpenGL application, not working on AMD.
Recently,
I moved an app I am building from a computer with Intel & Nvidia to a computer with AMD CPU & GPU.
The problem is, that glDrawElements gives me bad access location and I can't ...
1
vote
1answer
51 views
In SDL2 what is the fastest / most efficient way to draw pixels onto the screen? Using SDL_RenderDrawPoint or SDL_RenderCopy with a Texture?
I want to add pixel splatters and particle effects to a game. For this my options were to have a bunch of pre-made animations in the form of textures, OR create a particle engine.
For the particle ...
0
votes
1answer
46 views
Implementing a glowing effect on 3D objects with Direct3D 11
I'm interested in implementing a glowing effect on some 3D objects. More specifically, I want to make a star that has a sort of halo around it, as it can be seen in the photo:
I've seen on ...
0
votes
1answer
60 views
How would I determine whether or not to render the player over or behind a tree in a 2d top down game? [duplicate]
In games like Factorio, you might notice that when the player is at a certain coordinate relative to the tree, it renders in front of the player, thereby giving the effect that the player is behind ...
0
votes
1answer
31 views
Changing rendering in UE4
Is it possible to have Ue4 render the graphics with a black line around everything similar to a cell shaded style, or would that require models specifically prepared for that purpose?
4
votes
2answers
163 views
How can I make a “paint” effect?
I am wondering how one could implement "paint" in games. As a reference, I have two games I am specifically thinking about which are Super Mario Sunshine with its "goo" and Splatoon.
I'm wondering ...
1
vote
0answers
31 views
Light propagation through sub-step ray tracer
I have this crazy idea.
What if you made a real-time 3D render that for each frame, progressed some number of light bouncing. In effect this is a ray tracer but it does the ray tracing in steps. ...
0
votes
0answers
51 views
python 2d tileset rendering optimization
I've started testing a 2d isometric rpg I'm developing and find the frames per second to average 3.25 >. <
I'm currently rendering a 4 layer (ground, object, sprite, item) 128x128 tileset.
In the ...
1
vote
2answers
116 views
What methods exist to implement a 2D looping world?
I would like to know what other methods exist to implement a 2D wrapping world.
I know the simple modulo solution (ObjectPosition % MapSize) but that doesn't really fulfills my requirements. My issue ...
1
vote
1answer
30 views
Unity reflections going white with camera movement
Please refer to this video to understand the issue I am facing.
With camera movement, there is a strong white reflection that appears over the complete model. What settings do I need to change to fix ...
0
votes
1answer
45 views
Creating Multiple Render System to Draw Different Entities in Entity-Component-System
When creating ECS based game engine, do you (or can I) create multiple rendering systems?
Let's say I have an Entity class which is the basic unit in my engine, all it can do is add, remove and get ...
0
votes
1answer
77 views
How to draw 2D racing tracks using vector graphics?
See this game.
I am trying to build a similar one using Unity. However, I am not sure how to build the scene, specifically, the walls. Unity 2D allows me to create Sprite, but what kind of sprite ...
0
votes
0answers
19 views
Streaming CDLOD block size vs quad tree node size
I'm following the technique describe in this paper:
http://www.vertexasylum.com/downloads/cdlod/cdlod_latest.pdf
It describes a terrain structured as a quad tree for rendering purposes. Each level ...
0
votes
0answers
15 views
How to use Bidirectional path tracing on sky dome for rendering indoor
Is it possible to use bidirectional path tracing to render an indoor scene where
the light source is skylight(no sun) coming through a window? I think I roughly
know how this is done if the light ...
0
votes
0answers
72 views
webgl draw call batching and optimizations
I'm working mostly with three.js and webgl, i have some experience with unity.
I don't consider three.js a game engine, more of a "rendering library" - something that takes care of the GL ...
0
votes
0answers
27 views
Direct3D9 fails to render primitive on RenderTarget surface
So for some reason DrawPrimitive() doesn't seem to work with my render target surface.
// The current target, we must set it back as target afterwards
IDirect3DSurface9* temp_target;
device->...
0
votes
0answers
20 views
canvas tile engine optimal drawing technique
I'm building a top down racing game in HTML5. I'm currently experimenting with performance. I currently have about 8 layers that I draw on the canvas with the car in the middle and 4 background and 4 ...
3
votes
2answers
115 views
How to disable Monogame pixel font antialiasing?
I am using Monogame 3.4 (I have held off upgrading to 3.5) and am on Windows 10. I'm drawing using the PointClamp setting (as suggested in this similar question).
Whenever I render text with ...
0
votes
0answers
39 views
How would you go about applying curvature to the rendering of a flat surface?
I want to draw a 2D planet surface. I have a set of tiles, which by themselves are flat if you draw them. Now I want to apply something to the drawing process, which makes it look curved the more you ...
0
votes
0answers
23 views
Render text and still have it interractive with minimum effort with hit-testing?
The background of the situation:
I need to render text. Text will be moving aroud the screen and
user will have ability to interact with it by erasing with a finger,
shifting the order of the words, ...
1
vote
1answer
59 views
Change Shader on This Material Via Code?
How do I change this material to have the Toon/ Lit Outline shader via code at the Start of the scene?
Here is my code that I have as of now, that does not work:
using UnityEngine;
using System....
0
votes
1answer
96 views
Is using Spherical Harmonics still viable as a technique nowadays?
I've been implementing spherical harmonics in my Engine for learning purpose.
I was wondering if Spherical Harmonics are still used in modern engine or if they moved on to the more simple cubemaps or ...
0
votes
2answers
93 views
Determine the z coordinate of a deformed plane based on uv (xy) coordinates
I am using a formula to turn the following texture
into what looks like two 3 dimensional planes
The formula I am using for the texture deformation is
float2 texUV = float2(uv.x / abs(uv.y), (1.0 / ...
0
votes
1answer
30 views
Formula for range based attenuation
I am trying to implement a simple shader for point lights, but I am struggling with the attenuation function. I know that normally you would use three coefficients (constant, linear, and quadratic), ...
0
votes
0answers
21 views
Tesselate a grid with missing points
I have a grid with a fixed number of rows, and a maximum number of columns, although there could be missing points so each column may not have the maximum. The additional problem is that the points ...
1
vote
0answers
80 views
OpenGL textures look poor
I'm having some issues loading in textures in OpenGL, as my textures keep rendering incorrectly or coming out looking muddy. For instance, here I tried to load a 256x256 color spectrum image. On the ...