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.

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16 views

How to create heightmaps (images)? [on hold]

I would like to create a heightmap with an editor. I need two images as result: Grayscale heightmap The texture All the editors I've found, supports a special format, or the result is a 3D object ...
0
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0answers
30 views

Somebody know fluid simulation? [on hold]

I'm reading the book Fluid Simulation for Computer Graphics, and stumped by the sentence in chapter 3: "what's happening is that the eigenvalues of the Jacobian generated by the central difference are ...
1
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0answers
37 views

Algorithm for creating mesh from 2D image silhouette

I'm looking for an algorithm that can take a 2D image, approximate it's shape and then generate a low poly mesh. Basically, the same what Unity does with sprites when you select tight mesh instead of ...
1
vote
1answer
50 views

Problem, why the mouse cursor position is totally wrong, after resizing the window?

I come here, because i'm trying to add some "menu" interface in my small XNA Game . I found on internet a nice library adviced by many devellopers. Till now everythink is ok, the problem is my C# code ...
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0answers
24 views

Phong shading blows out things close to white [OpenGL]; is there a way around this?

I'm doing per-pixel lighting using the Phong shading model. In pseudo code this looks like: vec4 ambientColor = light.ambientIntensity * material.diffuse; vec4 diffuseColor = light.diffuseIntensity ...
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2answers
52 views

How to combine objects in a rendered scene with and without bloom effect?

I'm working on a game and engine as I go under OpenGL. I've had a bloom effect in place for a while that works as a post-procesing effect on the entire screen. It's been fine up until now. I have ...
2
votes
1answer
55 views

How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?

To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and ...
-1
votes
0answers
40 views

What Software we use to create animation for game? [closed]

Currently i am designing the android game in illustrator, although i am able to design the graphics but have no idea about creating animation. I will be using unity3d for the game development. I ...
0
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1answer
37 views

What is the difference between a Viewport and a Scissor Rectangle?

In XNA, what is the difference between a Viewport and a Scissor Rectangle, and when should I use each one? It looks like viewport clipping is applied to the geometry before the rasterization state, ...
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0answers
23 views

Where can I buy professionally done isometric tiles for 2d maps? [duplicate]

I recently crafted this ghetto map maker for my web-based game engine and I found a cool tileset. But, the problem is... I need to find and buy more of these kind of space / galaxy themed isometric ...
0
votes
1answer
77 views

Unity how to change material properties at runtime

I'm working on a unity game where I want to change the color of a material from within a script. The material applies to a line renderer. I currently have the following script: using UnityEngine; ...
5
votes
2answers
651 views

How can I tell a fragment shader to not write a particular pixel?

In a WebGL I'd like to send a screen space quad through that gets processed by a fragment shader, but have the fragment shader only write out a pixel under certain conditions (say... that it was ...
3
votes
1answer
97 views

Optimizing the “visibility cone” calculations for a 2d game

I'm creating a simple 2D game and got a little bit stuck with this algorithm. What I wanted to achieve - and achieved - is to draw a visibility cone influenced by walls and other obstacles on the map. ...
0
votes
1answer
19 views

Unity - How To Customize Buttons Graphics

inside my buttons I added some variables (as you can see in the code below). public UnityEngine.UI.Text itemInfo; void Update () { itemInfo.text = itemName + "\nCost: " + (costo_stringa = ...
1
vote
0answers
25 views

Partially colorizing a sprite in XNA

I'm looking for a clean way of making sprites that look like the following glowing circle, except in any arbitrary colour. Originally we thought we could start with a gray-scale version of the ...
2
votes
1answer
102 views

vuforia how do I force objects into a 2D plane

I'm working on a game in which cards are placed on a table and then rendered in augmented reality. These objects have 3D physics attached to them which doesn't work as well if they are either rotated ...
-4
votes
0answers
50 views

OpenGL Designer Wall [duplicate]

I created a 3D room using a cube. Now I want to have something like this (only the wall, ignore the frame and bulbs) Right now I am getting something like this :
4
votes
1answer
64 views

Why does my Outlined Diffuse 3 shader seem “detached” at a distance?

I'm using the Outlined Diffuse 3 shader from Unity and I'm having a problem with it: the outline looks great when the camera is near the object, but at a distance, it looks detached. From nearby ...
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0answers
24 views

Integrating specular, diffuse reflection and refraction

I am implementing an MLT bidirectional path tracer. I have a problem integrating diffuse, specular reflection and refraction. 1) The first problem is diffuse and specular reflection. Diffuse ...
3
votes
1answer
524 views

What causes this graphics quality difference between WebGL Build and Unity 5 Editor?

The Editor version and WebGL version of my Minesweeper clone have some graphics quality differences. I chose 'Fast' option when building this deployment. Is this the difference between 'Fast' and ...
4
votes
1answer
129 views

Image edges are distorted inside game

I dont know how to explain this, so I will use images to describe my problem. The image I made using InkScape: What it looks like in-game (ignore the runner): As you can see the edges are not ...
1
vote
1answer
89 views

How to approach animations and OpenGL

There are tons of tools and instructions for making 3d models and animations in various software products. My question is: in video-game engines, when would you use a pre-rendered animation, and when ...
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votes
2answers
72 views

Effect of graphics card on game programming

I know the question can be pretty funny to some, but I have been thinking, does a gaming graphics card like agtx and a professional graphics card like quaddro have any effect on game development ...
0
votes
1answer
39 views

Graphics, drawing triangles

I'm very new to the world of Computer Graphics, and I'm struggling to find resources to help me understand how to draw my mesh (I have loaded everything into vertex and index buffers), I am not using ...
1
vote
1answer
31 views

Correctly bitmasking path tiles based on existing paths

Currently, I have a bitmasking implementation that sometimes incorrectly bitmasks the tiles. Conventionally, it is done correctly, and the math/etc is sound, but it achieves results such as the ...
0
votes
1answer
59 views

SFML drawing Tiles low fps

int main() { sf::RenderWindow window(sf::VideoMode(800, 800), "SFML works!"); sf::VertexArray Tquad(sf::Quads, 40*40*4); int size{ 20 }; int width{ 40 }; for (int x = 0; x < width; x++) { for ...
0
votes
1answer
46 views

DirectX11 Shader issue

I am currently having issues with HLSL shaders. I am trying to implement point lights but I am getting unusual data when debugging the shader in Visual Studio. I have read on several sites that say ...
0
votes
2answers
28 views

Update single variable in DirectX Shader

I am trying to update a single variable within a CBuffer but I am unsure of how to do this. I have a LightingBuffer which is passed to the GPU containing, ambient color, diffuse color etc and I want ...
0
votes
1answer
49 views

Backgrounds for a game [duplicate]

I am writing a 2d game, I have designed the characters but I would need backgrounds, i'm looking free cavern backgrounds for a free game, advice ? thanks in advance
0
votes
1answer
99 views

Missing Visual Studio 2013 Templates [closed]

Visual Studio 2013 is missing the installed templates related to graphics, SPECIFICALLY the fbx scene template.. Why is this so? And where do I get them ?
0
votes
1answer
31 views

Maya 2015 Collada mesh transforms not applied

I am trying to load a dae (Collada) model into my 3d engine. The problem is they export the vertices and transforms seperately. So in Maya 2015 it looks like this In the game engine I have it simply ...
5
votes
5answers
360 views

Should I ask my artist to make Sprites in full resolution or can I scale them up?

I'm started with Unity development and my artist asked me what size she should make the sprites for the game. They are all pixel art and she didn't know if she should make them on Photoshop on a ...
1
vote
1answer
46 views

LibGDX/Java - Trying to find the vector from one object to another

I want to add springs in my game that work like the ones in sonic - i.e. if you can't get over an obstacle you have to hit a spring which sends the main character flying towards another spring that ...
1
vote
1answer
105 views

How to draw an ellipse with DirectX 9?

I can draw the outline of an ellipse but I want to draw a filled in ellipse, but I can't seem to get the code to work. Any help would be great! I am using DirectX 9 and D3DX.
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0answers
36 views

Efficiently creating animation sprites

I'm currently developing a simple 2d game on LibGDX. The core game logic is in place, but the assets are simply taking forever to create. My current method to create each animation frame is to ...
0
votes
1answer
35 views

Slick2D crashes on Image.getGraphics() on some machines

On some machines, creating a new Image and calling getGraphics() on it causes lwjgl to enter into some kind of faulty state that crashes when swapping buffers. Any idea what causes this and how to ...
1
vote
1answer
70 views

How to distort graphics in a wave-like way?

I saw a certain graphics distortion effect on multiple games over time and am interested in doing it in 2D. It is like a wave-like texture distortion, I am not entirely sure what it is called ...
1
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0answers
45 views

XNA Billboards dont have correct depth

Im back again with yet another problem :( My current problem is with my billboard effect. Im having trouble trying to get the depth correct so that billboards that are closer to the player are ...
0
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0answers
67 views

Transformations between coordinate systems

In a graphics engine, I have three three-dimensional orthogonal coordinate systems, O, A and B. A and B are the result of two different transformations from O. I now want to calculate the ...
0
votes
1answer
73 views

How to make a stereoscopic 3D Game with SDL for iOS

I was looking up google for an answer the whole night but didn't find anything. Yesterday I found some VR demos and games on the AppStore, with stereoscopig (dual rendered) screens. So you put your ...
0
votes
1answer
56 views

Libgdx Sprite is not drawn when generated inside another class

I´ve built a gameloop where I generate new items depending on the elapsed time and want to place them somewhere on the screen. I use some randomness for the color and coordinates. For better design I ...
0
votes
1answer
47 views

Aligning Camera to Rectangle

I'm working on a game in Java, and I'm having some trouble with finding the correct camera position. I've already made a Rectangle that shows exactly where I want the camera to be, and at what scale: ...
2
votes
1answer
71 views

Texture filtering: Is the minification or the magnification filter used when rendering at the exact texture size?

Suppose you have a texture where the minification filter is linear, but the magnification filter is nearest-neighbor (point filtering). If the texture is rendered at exactly 1:1 pixels, but at a ...
-1
votes
1answer
118 views

Do I necessarily need to write a vertex shader to use geometry instancing?

I've quickly read the GPU gem about geometry instancing, there are many wordings and I'm not sure I understand it well. If I understand it well, when you use instancing, if you want to apply ...
0
votes
1answer
87 views

Getting the real fragment depth in GLSL

I am trying to write a simple GLSL shader that just renders the real (not normalized) depth of a fragment as a floating point value. So far, I've figured out how to get the depth of a vertex, and ...
0
votes
0answers
34 views

How do you ensure that the graphics still look the same with multiple artists? [duplicate]

There's warning that this question may appear "subjective". But it isn't. I hope you won't misunderstand me. Many different artists have many different styles to do something particular, especially in ...
0
votes
1answer
94 views

Normal Mapping issue

The first image shows a spotlight shining correctly on the floor. The second image shows the same spotlight but rotated 180 degrees. The first is correct, the second is not. The third image ...
1
vote
0answers
80 views

DirectX graphics issues [closed]

When you see something that looks like this And it's actually supposed to be like 100 models of asteroids. What would you say is wrong with it? Index Buffers messed up. Vertex Buffers? Projection? ...
1
vote
1answer
90 views

Draw multiple triangle strips in one draw call DirectX

I'm running into a bottleneck where I'm drawing many basic disconnected colored triangle strips in DirectX 9 (XNA). The problem comes with drawing them all in seperate draw calls, so I'd like to batch ...
5
votes
1answer
298 views

Programming Dynamic 3D Water/Waves?

I'm a little bit stuck on how I might go about programming dynamic, interesting water in a game. To qualify that a little bit, I'm interested in creating water with broad, rolling waves that affect ...