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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0
votes
0answers
938 views

How to do collision detection in 3D using bounding boxes?

I am using c++ in visual studio 2010 with opengl. I am trying to make a programme that has 2 boxes that are able to be stacked on top of each other but I am having some trouble with the collision ...
0
votes
3answers
326 views

How can SpriteBatch use a single texture/asset as multiple independent objects/instances

I'm using LibGDX to create a game, but I'm encountering a problem with SpriteBatch. Whenever two objects that use the same image for their sprite come onto the screen, the new object replaces the old ...
3
votes
1answer
296 views

How do I improve terrain rendering batch counts using DirectX?

We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how ...
3
votes
2answers
290 views

How can I access bitmaps created in another activity?

I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game ...
3
votes
1answer
685 views

Poor image quality on Android through Unity Remote

I have started to work on the company's latest project using Unity3D and the workflow is just awesome. The problem is when running the game on a real Android device (using Unity Remote) the image ...
1
vote
1answer
113 views

Movement constrained to the faces of a cube

The basic setup I'm working with is a cube rendered in-Engine (Panda3d, although I only am looking for a generalized solution) as well as a 2d square on one face of the cube. The eventual outcome I'm ...
3
votes
1answer
160 views

Messed up UVs in Unity3D for Android

All of my quads appear correctly textured on the Unity3D editor, a Motorola Xoom Android tablet, and on an iPad 2: But on our Samsung Galaxy Mini 2 smartphone they kinda look like this: I wrote ...
1
vote
2answers
2k views

Detecting Screen Resolution in Android/AndEngine to display high or low quality images

I am developing a game with 1024x600 resolution. I can't target smaller resolution devices at this resolution, so I intend to use two graphics for the game. How do I detect which graphics to use for ...
-5
votes
3answers
339 views

in the shadow of a sphere [duplicate]

(Related, but somewhat different, to my previous question) How can I determine in a fragment shader if a fragment is in the shadow of a sphere? That is, if it is occluded by the sphere and is past ...
0
votes
1answer
211 views

Devices or Smartphones That Can Run and Displayed Images Properly While Power of 2 Code is Disabled

Before making game apps, I want to have any certain smartphone device brands that runs on OpenGL. I have to make a code for images that doesn't need to required power of 2 images so that I can resize ...
3
votes
2answers
450 views

What causes polygonal twitching in older games?

I'd like this answer large part to curiosity and I'd like to recreate it with our modern computers somehow. By old games I'm referring to ps1 games. My specific example would be Megaman Legends I've ...
0
votes
2answers
300 views

Is it better to import photoshop files or illustrator files into flash? [closed]

I was wondering what would be better to import into flash for when I animate. My intention is to animate my characters and objects and then export as a png sequence and make a sprite sheet then take ...
2
votes
1answer
256 views

Finding holes in mesh

I have a mesh that has holes. I found a paper, An Automatic Hole-Filling Algorithm for Polygon Meshes It details an algorithm that uses a k-d tree for finding holes (from a manifold triangle mesh). ...
4
votes
1answer
223 views

UV mapping doesn't work without duplicating vertices, but duplicating will reduce performance, right? Is there another solution?

Situation: I've been trying to gradually get a lower and lower level of understanding of how games work, and lately I've been following Rastertek's DirectX 11 tutorials. Of course, I started branching ...
2
votes
1answer
2k views

Is basic SDL hardware accelerated?

I'm going over some SDL tutorials aimed at creating 2D games. However, when I create a basic SDL program - is it hardware accelerated? Or is hardware acceleration only relevant when it comes to 3D ...
7
votes
3answers
5k views

How can I draw an outline in Unity3d?

I am trying to highlight a rectangle of arbitrary height. I thought the easiest way to do this would be to create a separate "box" gameobject that outlines the rectangle. I've tried with both a ...
0
votes
1answer
84 views

Which Swing control should I use to render graphics with?

I'm using the Swing UI toolkit in Java, and I want to use the Graphics class to draw images and grids in a control. Which is the most appropriate control for this?
-2
votes
3answers
781 views

Why use textures that are Power of Two? [duplicate]

Possible Duplicate: Why are textures always square powers of two? What if they aren’t? I am using C# and XNA (also MonoGame for other platforms than Windows) to create a game in 2D. ...
1
vote
0answers
64 views

Another Question from the Image Efficiency for Memory Handling [closed]

At this topic, "Which image format is more memory-efficient: PNG, JPEG, or GIF?", one of the fellow Game Development community @Panda Pajama told about the complex concept about image memory handling ...
49
votes
5answers
10k views

Which image format is more memory-efficient: PNG, JPEG, or GIF?

Which image format is more efficient to save memory? PNG, JPEG, or GIF?
5
votes
1answer
430 views

What are the rest of the blending functions used for?

In general, I know of five ways to make use of blending functions (these are for OpenGL, but replace glBlendFunc() with SetRenderState(D3DRS_SRCBLEND) and SetRenderState(D3DRS_DESTBLEND) for DirectX): ...
1
vote
2answers
230 views

Filtering (e.g. Gauss blur) on seamless textures but without border artifacts?

I am looking for a way to apply (Photoshop, Gimp etc.) filters to seamless textures without the usual border artifacts. The kernel of the Photoshop Gauss filter for example does not wrap around the ...
3
votes
1answer
1k views

How to edit specific mipmap images in a DDS?

I am looking for a way to edit individual mipmaps within a DDS file. To my knowledge, the NVidia Plugin only lets you create the largest image and then computes the smaller ones automatically. ...
3
votes
2answers
477 views

How to use images/text/etc. in XNA without Content Pipeline?

I'm currently writing a program in C# with the XNA framework. It is absolutely necessary for the game's images and text assets to be visible by the end user in the form of PNG files, so I can't use ...
1
vote
0answers
236 views

How can I efficiently form terrain from a large number of cubes in XNA? [duplicate]

I have a project with a floor built from with small cubes (100x100 of them). If I exceed that size, the performance of my game suffers. How can I efficiently draw a larger number of identical models? ...
45
votes
7answers
3k views

Why no night sky with realistic star constellations?

As an amateur stargazer I noticed that many games which have night scenarios use textures for the night sky where the stars seem to be arranged entirely randomly. It seems like they were created by an ...
32
votes
10answers
3k views

What makes a game look “good”? [closed]

I am working on a 3D space game using OpenGL and C++ and I am planning to focus on giving the game modern, eye-catching graphics, but the more I think of it the more I realise I don't really know what ...
5
votes
5answers
567 views

How can I make a falling down effect in 2D - Birds Eye View

Currently whilst making my game, I'm not sure how I am going to implement the actual gameplay/environment of it. At first I thought to do a side-on plat-former, where my character falls down the ...
4
votes
1answer
227 views

How can I create a mirror with Unity?

Can anyone explain how I can create a mirror effect like the one in this YouTube video using Unity Pro? I know that I need to use render textures to do it, but I am not sure how.
1
vote
1answer
130 views

SDL deleting an image from the screen?

Well, I'm sort of a beginner to SDL, and I was wondering how one would go about deleting an image from the screen and replacing it with another? I attempted to do this, but it didn't seem to change ...
5
votes
2answers
474 views

Most efficient method to render 1,000s of unique space scenes?

I'm an artist with a concept, not the developer, and I'm trying to wrap my head around the approach I should be taking for the following scenario, namely whether to model in Photoshop or 3DS Max. Say ...
-2
votes
1answer
182 views

Should I use OpenGL, Direct3D, OpenGL ES, or WebGL? [closed]

Let's say I don't want to make a game. I specifically want to mess around with a low-level 3D graphics API, because I'm bored and I want to learn something new. I want to work on programming problems ...
4
votes
5answers
398 views

How to implement rotating Earth effect in 2D?

I've modeled a photorealistic scene of the Earth rotating in 3DS Max and would like to use it as a backdrop of a menu screen in a 2D game. What would be the appropriate way to implement this effect ...
2
votes
1answer
289 views

Do games depend on OS to scale resolution?

I'm having issues with my computer related with scaling when using different resolutions other than the native. So I started to wonder, in PCs, is scaling handled by the card driver or the game ...
5
votes
1answer
840 views

What is actually drawn when glDrawArrays and glDrawElements are called?

In my journey out of immediate mode I've come across a snag that I haven't been able to find a decent answer for in any tutorial or API, namely: Which data structures are actually invoked when I make ...
43
votes
13answers
3k views

How to make some monsters appear more dangerous than others?

My game is an open-world co-op MMO with retro graphics, permadeath and no leveling system. The problem I'm facing, is the fact that I don't know how to make some monsters appear harder than others. ...
0
votes
1answer
278 views

2D graphics scaling

I've been wondering how to archive kind of zooming behavior with 2D graphics. I'm pretty sure that this is not right term, but let me try to explain my thoughts. Ok, let's start by defining that we ...
2
votes
1answer
233 views

How to simulate a spinning helicopter rotor visual effect programatically?

I decided to display an animation that conveys to the viewer that a narrow flat surface is spinning really fast(such as an helicopter's rotor blade). Does anyone have any experience in implementing ...
11
votes
4answers
2k views

Why is Y up in many Games?

I learned at school that the z-axis is up. It is the same in modeling software like Blender. However in many games the y-axis is up. What is reason?
2
votes
2answers
238 views

What kind of projection is used here?

Tibia is a 2d game, but it's sprites are drawn using certain kind of orthographic projection that is not the same I'm used to: I'm trying to figure out what projection is used here. I've guessed ...
3
votes
0answers
173 views

Point cloud to CAD model [closed]

Point clouds can be obtained from a physical camera using phase shift algorithm. These may be 3-4 separate point clouds. My job is to combine those point clouds (register, filter) using signal ...
6
votes
1answer
407 views

Changing water color based on depth

I'm looking to make a water shader that colors the water based on its depth. Up until now my water shader that I've used has basically been extremely reflective and only looked somewhat blue because ...
11
votes
1answer
419 views

Breathing for game/movie characters

Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 ...
4
votes
1answer
503 views

Is there a collection of images (GUI - interface) program or web page available for programmers / developers games? [closed]

I would like to add a GUI in my basic XNA games. Before starting work on "Photoshop" or "Illustrator". I wanted to ask you the following question: Do you know of a website or other resource program ...
-3
votes
4answers
2k views

Starting to make 2D games in C++ [closed]

I'm fairly experienced with C and C#, but I've only ever created console/windows applications. I'm also experienced with AS3 and I've made some flash games. I want to make proper 2D games in C++, but ...
1
vote
2answers
622 views

Making a 2D game with responsive resolution

I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no ...
12
votes
3answers
2k views

How do I scale down pixel art?

There are plenty of algorithms to scale up pixel art. (I prefer hqx, personally.) But are there any notable algorithms to scale it down? My game is designed to run at a resolution of 1280x720, but if ...
7
votes
5answers
734 views

Sprites rendering blurry with velocity

After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; ...
5
votes
1answer
307 views

Rendering scaled-down card images

I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res ...
-2
votes
1answer
217 views

Move projectile in direction the gun is facing [duplicate]

Possible Duplicate: Move sprite in the direction it is facing? I am attempting to have a projectile follow the direction a gun is facing. When using the following code I am unable to make ...