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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1
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1answer
264 views

Damage indicator screen overlay

I want to make something already done by a lot of games , which is when I am taking so much hits from enemy red screen drawn like the following , using XNA 4.0: after it's drawn and I am still alive ...
-1
votes
1answer
77 views

How should I choose a graphics card that's right for my needs? [closed]

I'm developing my own game using Ogre3D, and I'm want to implement things like SSAO, dynamic shadows, AI, physics, etc...and I know my current card is barely gonna be able to handle it. So my ...
1
vote
4answers
301 views

Changing color of a moving image without lowering the fps

I just added an option to my game that makes it so that all the enemies will have a random color for their clothes instead of the regular blue. I use this code to draw rectangles over the shirt of the ...
3
votes
2answers
303 views

Using a programmable pipeline in a game engine

As a learning experience, I'm developing my own 3D game engine using OpenGL. I'm a little confused as to how to implement my rendering engine such that it uses a programmable pipeline while still ...
1
vote
0answers
115 views

How do I remove control points from imported curve in Maya?

When I create a path from an Illustrator file, it adds extra control points for bezier handles for each point in the AI file, even though I don't drag out the handles in Illustrator. All my points in ...
1
vote
3answers
225 views

Gravity independent of game updates per second

Edit Just for clarification, my sprite's 'movement' isn't the problem. If I set my Time variable to 4 seconds, then it will cross the screen in exactly 4 seconds regardless of logic updates rate per ...
1
vote
2answers
618 views

How do I create a “flying through space” effect?

On the Final Destination stage in Super Smash Bros Brawl (and SSB Melee) the players fight on a platform seemingly moving through space: I see particle effects, but I don't understand how they made ...
1
vote
1answer
709 views

Jogl2 won't accept jogl 1.0 code - GL_LIGHTING and GL_LIGHT_MODEL_AMBIENT cannot be resolved or is not a field?

I'm trying to run my code on jogl 2.0 , for the first time (until now I worked with jogl 1.0) however Eclipse throws to almost every that I have a "cannot be resolved or is not a field" message . ...
1
vote
4answers
104 views

vertices, better to have more but draw a smaller area or less but expand a larger area

I have a simple question really. I am creating water for a game and had two different design approaches: Make a single plane that expands the entire playspace, which would take 6 vertices but cover ...
0
votes
1answer
80 views

Are there shaders or at least shader like things in Swing?

Is there? Because I'm wondering if it supports GLSL, HLSL, or it's own shading language? I don't know much about Swing graphics. Does anyone know?
2
votes
1answer
243 views

Should my assets match my reference resolution?

I'm confused over supporting multiple resolutions in my 2D game. I'm currently working with a reference resolution of 1280x720. That means that all elements are positioned in a 1280x720 coordinate ...
2
votes
1answer
226 views

Low FPS on Java drawing in BufferStrategy

I ran into a very strange problem while using BufferStrategy, I've tried searching for an answer but all I have found are non-relevant threads and discussions. So here is my query. for (int i = 0; i ...
2
votes
1answer
122 views

Support for different resolutions in a tabletop environment

Right now I am experimenting with XAML and C# to write a small Windows Store App which supports displaying a playmat with cards. However not everyone uses the same resolution and with a somehow fixed ...
3
votes
2answers
2k views

Android: Loading bitmaps without premultiplied alpha (OpenGL ES 2.0)

Is this possible? To load textures in non-premultiplied format (Straight alpha?)? My game has 1 or 2 images which have semi-transparent pixels and I need to be able to fade them in and out but this ...
0
votes
1answer
1k views

Reinhard tone mapping and color space [closed]

I found two ways of doing tone mapping (first, second): //Ld - this part of the code is the same for both versions float lum = dot(rgb, vec3(0.2126f, 0.7152f, 0.0722f)); float L = (scale / ...
-5
votes
1answer
154 views

camera2d class will not work [closed]

using System; using System.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using ...
2
votes
1answer
408 views

RGB to xyY color space conversion and luminance

The luminance calculated by following GLSL functions (fragment shaders - tonemap) has different value: float GetLuminance (vec3 rgb) { return (0.2126 * rgb.x) + (0.7152 * rgb.y) + (0.0722 * ...
9
votes
1answer
479 views

How do I load graphical resources asynchronously?

Let's think platform-agnostic: I want to load some graphical resources while the rest of the game is running. In principle, I can load the actual files on a separate thread, or using async I/O. But ...
1
vote
1answer
283 views

Game Designer or Game Programmer, please help me choose! [closed]

I know this question is asked a lot but I am still so confused and overwhelmed by the different opinion and comments everybody has on the internet, that I wanted to ask my questions in a single thread ...
4
votes
1answer
533 views

How do I achieve supersampling / anti-aliasing in pixel shaders?

I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: But I noticed there is aliasing in my resulting image (the above image is a ...
1
vote
1answer
414 views

How to draw different textures on my cubes DrawUserIndexPrimitive with XNA?

I'm having some problem to draw textures with class "DrawUserIndexPrimitive" on Xna. I can draw my cubes / models without problem. But I want to draw different textures on my cubes. I loop on each ...
9
votes
3answers
5k views

What are normal, tangent and binormal vectors and how are they used?

I would like to find out the following information: What are they? Example usage in game development (the area they are used in) About the following vector types: Normal Tangent Binormal A ...
4
votes
1answer
1k views

2D Software Lighting Issues in Java

I'm creating a 2D top-down tiled game in pure Java and by now I'm trying to implement a way to do lighting. First, some details on how I render: there is a screen class which handles all the ...
-1
votes
2answers
415 views

Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?

I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
0
votes
0answers
1k 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
409 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
313 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
341 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 ...
4
votes
1answer
833 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
117 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
172 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 ...
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votes
3answers
360 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
228 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
522 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
354 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
298 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
237 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 ...
8
votes
4answers
7k 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
85 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
855 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
65 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 ...
50
votes
5answers
12k 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
492 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
262 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
517 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 ...