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.
2
votes
0answers
41 views
With what structure do you manage the graphics of a game? [duplicate]
Im currently trying to program a little game (in Java - Libgdx; if thats necessary).
I currently use a GameWorld and a GameRenderer, the GameRenderer just getting all the info it needs from the ...
5
votes
0answers
113 views
Spring animation in a 2D game
I'm new to game development. I want to create a realistic spring object (Sprite) that compresses and expands when a force is applied and released, respectively. The only thing I know is that it ...
3
votes
2answers
48 views
What's the difference between Alpha and PreMulAlpha?
I've seen videos comparing the two but it looks like there's no difference and they don't explain what's the difference
0
votes
1answer
29 views
When to use LOD and when not
I have a simple question: are there any cases where game LOD models don't need to be created? Obviously you need LODs for landscapes, large props, characters, vehicles etc. But what about small indoor ...
1
vote
0answers
72 views
How to achieve “concept art” graphics?
I'm currently working on a 3D Game and I want a unique graphic style.
Concept Arts have a cool "painted" look. You can clearly see that this picture is painted on a graphic tablet.
(https://i.stack....
3
votes
0answers
55 views
How to mitigate this strange pattern shown in Phong lighting?
I am creating an entire lighting scene in OpenGL. The entire scene consist of only one point light. I noticed some strange z-fighting like pattern. This flickers when I move the camera.
Can anyone ...
3
votes
1answer
105 views
How can I move and rotate an object in an “infinity” or “figure 8” trajectory?
I know that the easiest way to move an object with the figure 8 trajectory is:
x = cos(t);
y = sin(2*t) / 2;
but I just don't know how to rotate it, lets says with a new variable r as rotation, how ...
0
votes
1answer
66 views
What am I supposed to pass shaders to?
I don't think I fully understand how rendering shaders work. I get that you give a shader to an object/sprite when drawing it, and it applies the shader to it. But I don't think I'm doing it right.
...
3
votes
1answer
83 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
0answers
27 views
OpenGL - Scaling to keep original size in pixels when resized
Suppose I have a 100 px wide and long square in my window. Generally, when the viewport is resized, the contents are scaled accordingly but I want it be 100px(or any size) no matter what.
To do so, I'...
1
vote
0answers
39 views
What is the purpose of these purple images in these sprite files of Super Mario Maker? [closed]
I was looking at the Wii U's Super Mario Maker Sprites and noted that all of them have purple images that each correspond to one of the animation frames (see below). What could they have been used for?...
1
vote
1answer
58 views
Textures drawn with visible missing lines of pixels
I am making a game in monogame and have encountered the following problem:
The black arrows mark the places where the rendering is "off". As you can see the gray lines aren't "flush" or "smooth". ...
0
votes
2answers
100 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?
1
vote
0answers
32 views
How to fit a bitmap to a random size rect so it does not strech? (Android Studio)
I'm trying to fit a bitmap to a random size rect but I don't want the bitmap to be streched out. I've tried using BitmapShader and tile it but it become animated and not fixed.
Here is my code ...
0
votes
1answer
80 views
Should I use retained mode or immediate mode
I'm trying to make a opengl wrapper for winforms(.net). Basically you code in gdi+ syntax but it gets rendered for opengl(using glcontrol of opentk).
Which mode should I use for rendering ui? It has ...
0
votes
1answer
58 views
What is time based endless game called?
Im making a project proposal for a game whose gameplay involves endless road where player just has to dodge obstacles but it also has time limit. Its as if temple run but can only be played for ...
0
votes
1answer
30 views
Depth test -opengl
Does depth test runs before fragment shader,hence not even processing the fragment with frag shader if fragment is discarded
Or
It first runs the fragment shader and then depth test I.e. fragment ...
1
vote
1answer
31 views
Metaballs created through raycasting in fragment shader - billboards are still recognizable
Good day everyone,
I'm currently programming a fluid simulation through use of metaballs and I have a very specific problem/question.
The steps I use for metaball simulation:
1. Simulate particles' ...
0
votes
1answer
35 views
How many polycount for smartphone hardware starting from 2015?
I already know that the answer is "depends". Depend if the hardware is low-mid or high hend.
So, I try to re-formulate: is 100K concurrent polycount in a 3d game for smartphone too much ?
How many ...
1
vote
1answer
38 views
What does the alpha channel on a back buffer do?
I see that e.g. in OpenGL it is possible to create a back buffer with an alpha channel (RGBA8888). What's the effect/advantage over having an RGB888 back buffer?
3
votes
1answer
58 views
How to make far block graphically better?
What calcules can I do to make far objects looking better?
My game
Here's what I see if I go back with the camera in my test-rendering scene:
As you can see the result is not one of the bests: ...
1
vote
0answers
40 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
1answer
29 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
27 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
43 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?
1
vote
0answers
31 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
34 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
48 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
109 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
25 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
95 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
100 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
124 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+ ...
1
vote
1answer
56 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
71 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
96 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
77 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
65 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
57 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
113 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
46 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 ...
1
vote
2answers
120 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
167 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 ...
1
vote
1answer
65 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
60 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
82 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
68 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 ...
4
votes
1answer
102 views
“Highlighting” Faces/Edges/Corners
How would I "highlight" faces/edges/corners?
I would prefer an explanation OpenGL if possible.
Here's an example: