The process of generating an image or series of images from a model by means of computer programming.
0
votes
2answers
48 views
Creating new static sprites for Warhammer 40K Armageddon Pc Game [closed]
I want to create new unit sprites for the Warhammer 40K Armageddon pc game.
Game uses simple 3D static PNG sprites facing 6 different direction for all units. They don't animate in game, just ...
5
votes
1answer
81 views
Drawing at floating point position
The library I am using (SDL2) only supports drawing to int positions. I am currently storing my objects positions as double, and would like to render them. Should I round the value to int, i.e. 0.5 =&...
1
vote
1answer
47 views
Fundamental Questions: Building vs Compiling vs Rendering vs Coding vs Running?
I'm using Urho3D on Raspberry Pi, but the following questions apply to all platforms.
What should I do in order to reduce the load of online real-time rendering of the game? Does building/compiling/...
0
votes
0answers
18 views
How to use pre-rendered content in main object moves?
We are building a very simple game: rotating 3d objects in mid air.
But we can't get the best realistic quality for 2 reasons:
This game runs on portable and low-end hardwares like Raspberry Pi.
The ...
1
vote
2answers
71 views
My mesh has holes in it. How do I make those invisible faces show?
I have a mesh. A perfectly normal mesh, without any artefacts at all.
However, when I import it into Unity, there are holes in it.
After going through my UV mapping and normals, they are all mapped, ...
0
votes
3answers
51 views
Render an mesh topmost
I can render anything 3d with SharpDX. However, my mind is mixed what should I do to render a mesh topmost. (Example: menu and all things behind). How can I render something front of the all other ...
0
votes
0answers
16 views
Phaser: help understanding World vs Stage, what is rendered, and why they don't match my Game dimensions
new to Phaser.
I am having a little difficulty understanding the concepts of the Stage vs the World, which one controls what is rendered, and why they apparently don't match my Game dimensions.
I ...
-1
votes
1answer
64 views
Clean code structure for dynamically rendering strings & numbers
I am currently working on the rendering aspect of my game.
The code is currently organized in this manner:
Classes:
G_Texture:
class G_Texture
{
public:
G_Texture();
G_Texture(SDL_Texture*);
...
0
votes
1answer
59 views
How to render an animated gif to the screen using SDL2?
So, I have an animated gif that is 5 frames (not the same as what is seen in this tutorial). Upon opening, my gif is already animating, unlike the png in the above tutorial.
How can I render it to ...
0
votes
1answer
33 views
Flare (particle system) showing weird semi-transparent rectangles instead of smoke when there's fog in the scene
I'm making an FPS game with some fog in the scene.
I've added a flare particle system (from the standard assets' prefabs) but it looks like it has some weird collision with the fog.
Whenever the ...
-1
votes
1answer
84 views
How can you procedurally dismember a character model? [duplicate]
For example in the new Doom, you can use a chain saw and slash an enemy apart, the enemy actually splits in half in the path of the chain saw. I know how to do the cheap effects where you store a copy ...
0
votes
1answer
59 views
Software and Hardware Rendering
From what I understand, the main difference between software rendering and hardware rendering is that in software rendering you use the CPU to determine what to color each pixel, and in hardware ...
3
votes
1answer
89 views
Unity. Draw mesh without a mesh class
Is there a way to draw an array of vertices/traingles directly from code, above 65k verts? I looked at Graphics class but it can only render a Mesh object.
0
votes
1answer
32 views
Why am I getting white lines in my tiled map when my character moves?
I followed the tutorial here -
http://mainroach.blogspot.com/2013/02/fast-html5-canvas-rendering-tiled-maps.html
I can't really figure out why it's happening. At certain times the map looks fine and ...
0
votes
2answers
101 views
How does Windows GDI work compared to DirectX/OpenGL?
OpenGL and DirectX, if we are talking about graphics, are somehow built into a graphics card and you can access them using appropriate environment and draw some graphics.
After reading wiki, I came ...
-3
votes
2answers
151 views
What would happen if a 3D game used Bitmaps to render, instead of vertices and textures? [closed]
What would happen if a 3D game used Bitmaps to render, instead of vertices and textures?
0
votes
0answers
51 views
Unity: How to apply bloom to only some objects in the scene?
In my game I want to apply bloom, from the standard assets, to only a few objects in the scene. To do that, I set up 2 cameras at the same position and orientation, one with the bloom component and ...
3
votes
0answers
51 views
Is there a method to add partial scorch marks or decals on top of existing sprites?
Let's say what I have is a planet like so:
What I want to do is to add a scorch mark like this:
Now, if this was a one time thing, it wouldn't be a problem. I'd make a sprite for this specific ...
0
votes
1answer
42 views
How to render sprites without using SpriteRenderers
I'm creating a component that lets you write text, like the UI Text component, but using sprites as letters.
I already have the mapping for characters->sprites, and now was going to draw the text ...
0
votes
1answer
35 views
Enable/ Disable Line Renderer points
I have a Line Renderer component with 4 points, I would like to disable and enable the last 2 points at a certain time. My question is, how would I in code (C#) enable and disable individual Line ...
0
votes
0answers
13 views
Unity: Is it possible to tell if MeshRenderer has been dynamically batched?
I know there is Renderer.isPartOfStaticBatch, but it only works for static batching. Is it possible to tell if a Renderer has been dynamically batched? For my project, just before the OnPreRender I ...
1
vote
1answer
101 views
Drawing thousands of isometric tiles per frame with a high FPS
This question seems similar to other questions but no other topics I saw helped.
I'm making a game in GML (GameMaker Language).
Regardless of the language/software, this should be a universal topic.
...
1
vote
3answers
80 views
Pre rendered 3d
I am so confused on how to create isometric buildings ( like the ones in Clash of clans ) so I can use them in my project in Unity..What I've understood ( I think ) is the buildings are actually 3d ...
2
votes
1answer
73 views
Why do we put deltaTime as an argument in render() LibGDX?
I know that deltaTime is the time the last frame took to be rendered. However, I have no idea why we have to put it inside the parameter of the render method. I also don't know how the render method ...
1
vote
0answers
44 views
OpenGL back/front end threading and Doom 3 BFG engine
Introduction
I have been reading through the source code of id Software's Doom 3 BFG engine. The whole codebase is on GitHub at id-Software/DOOM-3-BFG. The architecture is both clean and elegant. The ...
0
votes
2answers
49 views
Monogame shader distorts rendering
I'm trying to apply a shader postprocessing effect to my rendered game.
Here is the game code:
namespace ShaderTestDesktop
{
public class Game1 : Game
{
private GraphicsDeviceManager ...
4
votes
1answer
68 views
How can I render images to multiple windows without creating double textures in SDL2?
Simply put: What is the simplest way to render an image to two different sdl2 windows?
I'm pretty new to SLD2, but I have a nice little level editor working. I then decided to move the area with edit ...
0
votes
2answers
73 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
23 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
47 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 ...
83
votes
2answers
15k 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 ...
1
vote
1answer
167 views
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
84 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
80 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
84 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 ...
3
votes
0answers
115 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
91 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
57 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
45 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
196 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
20 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
124 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
29 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
58 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
139 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
50 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
105 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
129 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
74 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
87 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 ...