A very generic term referring to visual part of a game. Thus try to avoid unrelevant usage and instead tag for specific grapics type (2D, 3D), API, framework or a library you are using if possible.

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7
votes
2answers
342 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
0
votes
1answer
94 views

Effectively drawing dynamic primitives

Okay, so this is where I am now. My game largely consists of textures drawn through spritebatch. Now I have to draw a dynamic number of triangles. I cannot say in advance where or how many I have to ...
3
votes
1answer
261 views

Solving banding with additive blended particles

I needed to implement particles for my 2D game, written in C++ with OpenGL for graphics, so I went ahead and created a nice geometry container to batch particles together and then implemented the ...
0
votes
1answer
33 views

Versions of GL and its device that don't display or required powers of 2 for the sprites

From this question aside from identifying possibilities of displaying images that don't needed to require powers of 2, what are the versions of GL that can actually display images even if don't needed ...
1
vote
1answer
71 views

Maya: Mystery Grey Wireframe?

I am starting out with Maya and just moved my object up to reveal a mystery grey wireframe which I can't work out what it is at all. It appears I can't select or interact with it at all. I have been ...
0
votes
1answer
125 views

HLSL postprocessing for day to night (DTN)

I am trying to implement a "day-to-night"-filter (as commonly used in cinema) for a 2D game (XNA) by using a full screen HLSL pixel shader. The aim is to transform any bright and colorful image into a ...
3
votes
2answers
310 views

When is the Z coordinate normalized in GLSL?

I thought that whenever you transform an object to world space, then view space and finally screen space, the last matrix you apply(the projection matrix) normalizes the z values between 0 and 1. ...
1
vote
2answers
333 views

What is the depth that a pixel shader may output? Is it necessary to write Depth?

In DirectX11, what does the depth that a Pixel Shader can output mean? Does a pixel shader need to output a depth so that we "write" the depth? If not, why would we output it? For any doubts, I'm ...
2
votes
1answer
91 views

How do I quantize an image into an arbitrary bitdepth with dithering?

In the games I make, sometimes I need to balance the quality of the images I show with the amount of memory they consume. This is especially true for smartphones and other devices with very tight ...
2
votes
1answer
254 views

How does the fragment shader get data from the vertex shader?

How can any interactions between these two shaders work? I mean the vertex shader sends a vertex's color to the fragment shader, but that's only one fragment, what about all the other ones between the ...
1
vote
1answer
218 views

What is the difference between shader uniforms and attributes in OpenGL?

I don't fully understand the differences between uniforms and attributes. To be honest, I probably haven't even used attributes. Can uniforms change for each vertex? I mean to calculate the vertex's ...
2
votes
1answer
166 views

Are ambient, diffuse and specular light or material properties?

Are ambient, diffuse and specular properties of light or material? I am doing ray casting in OpenGL, I've managed to create lit sphere using formula I = L Ka + L Kd (n . l) + L Ks (r . v)^n but I ...
14
votes
1answer
587 views

Rendering oily/polluted water?

Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated ...
5
votes
1answer
391 views

How can I create a 3D model in Java without using modeling software? [closed]

I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I ...
2
votes
2answers
148 views

Glitch-free cross-fades in HTML5

In my HTML5 canvas game, I need to cross-fade two sprites which have some glow around them. (Glow is backed into sprites.) Initially, the first sprite is visible. During the cross-fade the first ...
1
vote
1answer
109 views

What is w componet [duplicate]

What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 ...
0
votes
1answer
77 views

How can I plot points and generate a list of coordinates?

I'm trying to make a game which involves drawing a map. I drew out such a map, with coordinates, in a pixel art program: Now I would like to get all the coordinate points of the black squares. I ...
1
vote
1answer
147 views

Pixmaps, ByteBuffers, and Textures…Oh my

My ultimate goal is to take a specific region of the screen, and redraw it somewhere else. For example, take a square from the upper left hand corner of the screen and redraw it on the lower right ...
5
votes
1answer
862 views

How do I create a 2.5d parallax effect?

I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about ...
0
votes
1answer
253 views

Java Slick2D - Problem using ScalableGame class

I am having a problem adjusting the size of the screen while using the ScalableGame class from the Slick2D library. I would like the background and objects (images and graphic shapes) to adjust to ...
2
votes
1answer
154 views

Why is there high performance hit with many meshes?

I am currently reading upon Geometry Instancing, as I want to render a lot of animatable objects on the screen. However I have come to a more fundamental question first: Why do I even need to use it? ...
3
votes
1answer
181 views

How to Construct a Perspective Projection With 4 Vanishing Points

Is it possible to construct a projection matrix which will create a perspective with four (or more) vanishing points? This question have an OpenGL tag, but general insights are welcomed as well.
2
votes
1answer
332 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
0
votes
1answer
73 views

Displaying normals of a geometry

I have a rectangle which is created by 2 triangles and it is in x-z plane, and i have object on it. Now, the normals of two triangles (face normals) are y axis i.e. (0,1,0). I want to display normals ...
0
votes
1answer
906 views

rotating 3D object around the center

I have object moving from A to B on x-axis and there is no translation of object apart from it. Now, while moving, i want to rotate it around y-axis and the motion should change accordingly, i mean if ...
6
votes
1answer
292 views

2D Polygon Triangulation

I am creating a game engine using the JBox2D physics engine. It only allows you to create polygon fixtures up to 8 vertices, To create a body with more than 8 vertices, you need to create multiple ...
2
votes
1answer
147 views

What is the purpose for multiple windows in games?

A lot of game development APIs recently got support for multiple windows (such as SDL 2, and GLFW 3). But why did they add that feature? I've never seen a game in my life use multiple windows (with ...
-1
votes
1answer
96 views

Render white background with Graphics in Canvas

I am developing a game that I would like the background to be white, and it just sticks to being black. Here is my render method: private BufferedImage image = new BufferedImage(WIDTH, HEIGHT, ...
0
votes
1answer
116 views

Emulated vector scaling with raster graphics?

this is a fairly loaded question. I'm looking to develop a Tech Design Document with my programming team and we're now on the fence about a major 2D graphical engine decision. What we would like to ...
0
votes
0answers
30 views

Is there a transformation or set of transformations that can approximate a “radial scale”?

Is there a way to, with matrices, scale something as if someone were opening a Japanese fan? I'm at a loss of what to call it, so pointers towards avenues of research would be greatly appreciated. If ...
4
votes
1answer
698 views

GGX specular BRDF is way over 1!

Now, the classic Torrance derivation for roughened surfaces which Cook took into vectorized form yields the familiar parametrization of a specular BRDF where we have the NDF which decides how much ...
2
votes
2answers
175 views

what is order of implementation of matrix transforms?

What is the meaning of Tr*Sh*Ro*Sc =M ? How is matrix M written to form the graphic transformation : 1st Sc=Scale, 2nd: R=Rotate, 3rd : Sh=Shear 4th: T=Translate ? Is the matrix M above written ...
3
votes
2answers
163 views

How do I draw these tiles without them overlapping?

I want to make a map that is tiled, and I want to start the map with all grass. I use this tile: When I display this tile and place another next to it I get the following result: How do I get ...
0
votes
1answer
124 views

Dynamic Shapes and dynamic animations

I saw this video: Video And now I am curious about the following: How can you achieve dynamic forms like they are shown in this video. What I mean is: Do you need to have some "base" models which can ...
4
votes
2answers
355 views

How would I display a unit that is hidden behind another object

Right, I've tried searching for this but as you might be able to tell from the title, I didn't really know how to word it anyway... In some games such as rts games, when a unit is hidden or half ...
0
votes
0answers
429 views

XNA 4.0 - stretch full screen window?

I have an issue with resolution in XNA 4.0. I'm running fullscreen. The game runs standard at 1920x1080, and can be scaled down to 1280x720. The resolutions are both 16:9 (1920/1,5 = 1280, 1080/1,5 ...
0
votes
1answer
159 views

Performance of XNA 4,0 static vertex buffer / VertexPositionNormalTexture in F#

Good afternoon, I have been toying with the VertexBuffer in XNA just to see what it is capable of. I have done some very minor 3D work in the past, so the concepts are not completely foreign to me; ...
3
votes
1answer
220 views

Auto-tiling with Yoshi's Island style tiles

I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the ...
1
vote
1answer
434 views

What is the logic behind a 3D Projection 'Camera Perspective'? [closed]

Suppose I had a 3D Cube on a 2D plane (screen). And I wanted to use the keypad to move and rotate it. Without referring to a 3D Game Engine that could do this for me can you explain me the logic or ...
2
votes
1answer
102 views

Cascaded Shadow Maps: clipping against scene bounds

I just implemented an initial version of CSMs based on the MSDN articles Common Techniques to Improve Shadow Depth Maps and Cascaded Shadow Maps. I fit the shadow projection to the view frustum, and ...
1
vote
1answer
103 views

How to render models using a personalized projection matrix?

I'm creating a game with a great sprite demand. Out team is considering automatizing the sprite generation using 3D models. The problem is we have a very particular ortographic projection: We have ...
28
votes
5answers
1k views

24-Bit Colordepth not enough?

I noticed that in very soft gradients, the 24-Bit colordepth is not enough as you can see the transitions of the color. This pops out the most in dark scenes or night skies. Why doesn't anybody ...
2
votes
2answers
2k views

How to code a Game Grid in Java?

Suppose I wanted to code a game grid in java. Not an abstract text one but an actual grid with graphics and 'cells'. Would I have to draw line by line or is there a more efficient way? Also how would ...
12
votes
3answers
744 views

Recreating this flat-shaded look

I'll keep it short. How does one achieve the effect depicted in the image below? Is it feasible to do in realtime? It looks deceptively simple, but it probably isn't. Are there any keywords I can ...
-4
votes
1answer
183 views

How good can the graphics get on a game made only with Python? [closed]

Aside from the game being fun, which is the most important, is it possible to make a "good looking" game with it? The graphics I mean. Like Angry Birds. Could that be made in python, looking like ...
3
votes
1answer
88 views

Symmetry preserving path simplification

I'm using the Douglas peucker (DP) algorithm to simplify some (2d) closed paths forming a shape. This works pretty good, but not so much for closed paths that have some symmetry. Take for example a ...
3
votes
1answer
262 views

Automatic shadow for isometric objects

I have like hunderd of isometric objects. One example: I'm trying to find a way to automate creation of shadow they're casting. I ended up with following transformation: matrix.Shear(-0.25f, ...
1
vote
3answers
147 views

What's the difference between using hardware-accelerated APIs and the OS's drawing API?

On Windows, I can do drawing with the OS API without OpenGL or D3D. The code I am writing will make calls to a device driver and tell the GPU what to do regardless, right? How is using OpenGL ...
-1
votes
1answer
103 views

Definition of graphics needed [duplicate]

It is not isometric, neither is it pure 2D. What is this graphics view called?
2
votes
1answer
230 views

Which camera angle is used for these sprites?

I am trying to replicate these sprites: But I am not managing to make sense of how it is done. The character is facing forward ( <--- ), but you can see the front of its body instead of just ...