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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-3
votes
0answers
50 views

Anyone who can make an Android game and sell it to me? [on hold]

I am just wondering if I can find an experienced Android developer who can make a 2d or 3d game for me? The person will just sell the game to me and I will take care of publishing and advertising it. ...
0
votes
1answer
187 views

Do SpriteBuilder's Smart Sprite Sheet need to be loaded to memory?

When I create an Smart Sprite Sheet Folder using SpriteBuilder and publish it, must I load that SpriteSheet into memory "FrameCache" with code or does SpriteBuilder do this automatically (so I just ...
2
votes
1answer
29 views

How does hidden surface removal work?

Lately, I've been learning some OpenGL for fun, and I've been thinking about hidden surface removal. Say you have a high poly count static scene, with nothing that moves, no bones, physics, etc. Just ...
0
votes
1answer
14 views

zoom, scale, pan etc in an application and printing

I have a C# windows application where I display photos for editing. The displayed image is scaled to fit the screen. I allow pan, zoom, rotate, crop operations. Once the editing is done, I would like ...
1
vote
1answer
733 views

glsl shader to allow color change of skydome ogre3d

I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system ...
22
votes
5answers
34k views

What is ambient occlusion?

I've heard about ambient occlusion and it looks nice, but what exactly is it?
1
vote
1answer
64 views

Unity 2D Graphics Optimization For Mobile Devices

I want some advices on how to create graphical assets for mobile devices so that the game will have a good performance and not lag on mobile devices. I had 3 issues with my games and that is they ...
1
vote
1answer
144 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.
0
votes
1answer
28 views

Performance overhead on Non-POT Texture in POT Atlas

Using atlas, we can reduce memory and draw call. And the atlas is usally POT(Power of Two) Texture. And I know non-POT texture have a lot of GPU and memory performance overhead. (link) I have many ...
20
votes
4answers
4k views

What's the difference between mesh and a model?

Which one is created first? For example if a team worked on a graphical asset of a car, what would be a model and what would be a mesh of the car?
1
vote
1answer
24 views

Does projection take place before clipping in the rendering pipeline?

At first I thought clipping happens before projection since new vertices may be added and the output of projection is in NDC which is 2D. However after a lot of googling, I found that some ...
0
votes
1answer
34 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 ...
-1
votes
1answer
188 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
1answer
580 views

Unity3d. Overlay of clothes on a human model

I have: Clothes model (jackets, shirts, sweater etc. with various sizes,colors) Human model with dynamic height, width, position Need overlay the clothes' model onto a human model. Variant with ...
7
votes
1answer
81 views

Is quadrilinear texture sampling hardware supported?

If you have a volume texture with mipmaps, GL_LINEAR_MIPMAP_LINEAR texture sampling will perform quadrilinear texture sampling. Is that implemented in hardware like bilinear texture sampling is? Or ...
-1
votes
1answer
38 views

Perspective projection? [closed]

I am trying to write an elite like game and I kind of understand the maths behind it but it would be really helpful if someone could explain it.
2
votes
2answers
401 views

How are red dot/reflex/holographic sights implemented?

In first-person-shooters like Call of Duty, the hologram only appears when it is behind the glass portion of the sight. In OpenGL, would it be implemented by rendering the glass to the stencil buffer ...
3
votes
2answers
464 views

Why is Spritebatch drawing my Textures out of order?

I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images ...
1
vote
1answer
45 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 ...
3
votes
2answers
508 views

How do I use graphics APIs to select the proper display device among multiple attached to a PC?

I have an LCD monitor display and Oculus Rift attached to my PC. I have an Nvidia 820M dedicated GPU. How does the GPU know to which display device it has to render (or to send rendered information)? ...
1
vote
0answers
61 views

Normal Mapping a Cubemap

I posted a question on Stackoverflow and it was suggested that it would be better asked here. I have a sphere. It was created via the icosphere method outlined here: ...
1
vote
2answers
78 views

Is it possible to run GLFW eventhough my graphic card(Nvidia) supports Direct3d API? [closed]

I have Nvidia 820M GPU installed in my windows 7 machine. In nvidia control panel it is showing it supports Direct3d API version 11. Am I able to run OpenGL applications(using GLUT,GLFW) on my machine ...
12
votes
3answers
7k views

Moving an object in a circular path

I want to move one object (dot) in a circular path. How should I change the X and Y coordinates to accomplish this?
14
votes
3answers
2k views

How to render infinite universe?

I'm curious what are the best practices in game development industry to render 3d universe? To be more specific: The data points are given and static. Each point has position, color and size; The ...
1
vote
0answers
39 views

Can you trilinear sample a non volume texture?

Let's say that i have a regular 2d texture (not a volume texture). Is it possible to do trilinear texture sampling of that texture even though it isn't a volume texture in opengl or directx? ...
1
vote
1answer
76 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 ...
1
vote
0answers
53 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 ...
0
votes
2answers
61 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 ...
0
votes
0answers
25 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 ...
2
votes
1answer
77 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
vote
1answer
48 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, ...
0
votes
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
235 views

Ground contact point for animated character sprites in an isometric game?

I'm working on an isometric game. I have the 3D pre-rendered sprites for directions per state (walking/running, etc.) per frame. Now I need to know where a particular character stands on the ground to ...
2
votes
1answer
127 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 ...
-1
votes
1answer
121 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 ...
5
votes
2answers
697 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
107 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
26 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
28 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 ...
0
votes
3answers
151 views

Downscaling an asset, still pixellated?

I created a rounded rectangle in photoshop, and I rasterized the rectangle before I saved it. Yet, when I try to use the rectangle in libGDX, it looks pixelated. How can I make it so that it's smooth? ...
5
votes
2answers
829 views

Top-Down Octree Generation of Procedural Terrain

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...
10
votes
1answer
4k views

How can I easily create cloud texture maps?

I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they ...
4
votes
1answer
70 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 ...
1
vote
0answers
33 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
622 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
142 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
104 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 ...
0
votes
2answers
92 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 ...
57
votes
5answers
18k 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?
0
votes
1answer
50 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: ...