Tagged Questions

In computing hardware is the physical objects like the CPU, graphics card, monitor, keyboard, joystick, mouse, memory modules, hard drive etc. This is in contrast to software, which is the operating system, applications, programs etc.

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0answers
50 views

Best way to monitor breathing [closed]

sorry in advance if this isn't the best place to ask this question. I'm making a game demo, and I need a way to monitor the breathing of the player. I've looked at fitness bands and baby monitors, ...
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1answer
64 views

What were the typical price range for a development kit?

A lot of these things are usually behind NDAs and tricky to gauge. Is there any information and ranges on how much these thing costs? For example, the PS1 had the "Net Yaroze", which according to ...
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12answers
4k views

Can an application break the graphics card?

Quick note: I know this is a game development Q&A site but I guess you guys most of all know and have experience with graphics cards so I address this question to you. If you think this is ...
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1answer
408 views

Dealing with binary data and endianness

When distributing my game, I am going to compile all the resources and level data into a single binary package file, which is loaded from by the game. Do I have to worry about my machine being a ...
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1answer
229 views

Good resources for learning about graphics hardware

I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in ...
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4answers
3k views

How do graphics evolve so much on the same console hardware?

Is it only a matter of code optimization? Do game developers plan to start small on a new hardware, to have space to evolve while creating a series of that game? Are computer graphics breakthroughs ...
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2answers
135 views

How do you ensure consistent experience across multiple graphics cards (or even driver versions)?

So I was writing a simple 2D game with OpenGL and SDL and had this problem when there was awful tearing when running in windowed mode (even though I explicitly asked SDL_SetVideoMode to use double ...
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4answers
278 views

Would like some help in understanding rendering geometry vs textures

So I was just pondering whether it is more taxing on the GPU to render geometry or a texture. What I'm trying to see is whether there is a huge difference in rendering two scenes with the same setup: ...
3
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1answer
206 views

Stats on Screen Size for Flash Games

I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) ...
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3answers
183 views

Which iPhone/iPod Hardware to Support for iPhone Game

I'm coming from a background of Android. I would like to figure out what kind of iBlah device hardware I need to support for iPhone game development; something like Android's OS distribution stats, ...
0
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1answer
709 views

XNA: Instancing Cubes, Each Side Different Texture

I am trying to make thousands of instanced cubes, each with a unique texture on each side. Am I going to have to split each cube into 6 instanced faces, or can I unwrap it in such a way the the ...
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2answers
8k views

How many textures can usually I bind at once?

I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My ...
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1answer
695 views

SDL and software/hardware rendering. How to go about it?

I know that SDL 1.2 does software rendering (CPU) and not hardware rendering (GPU). My question is, how do I use SDL but with hardware rendering? How do I not use its rendering API (software) and ...
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2answers
4k views

How can I check for Shader Model 3 support?

Currently I am working on a 3D visualization app. A requirement of my app is that host's graphics card supports Shader Model 3. How can I check for Shader Model 3 support? I know that these versions ...
3
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2answers
234 views

Software/Hardware options for game music

I have some friends who want to make the music for a game I'm developing. We have no idea where to start. I've seen software like Reason (way too expensive at $450). I've also seen stuff like ...
4
votes
6answers
464 views

How do I connect circuit to PC so that I can use it to play a game?

I made a circuit, which acts like a digital dice using diodes 1N4148, IC 555, IC 4017, 8 & 16 pin IC socket, LED, push-to-on switch, resistors & connecters. By pressing the push button, 4017 ...
0
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1answer
123 views

if you had a bunch of good server hardware - what would you do with it? make it game related? [closed]

i've just scored 8 Dell 2950's and a Dell Blade Chassis with 10 Dell 1855 Blades, including a NetApp NAS. i'm interested to hear what other game devs would do with the gear. :)
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3answers
657 views

which 3d graphic engine to use to target old pc's and old graphic cards [closed]

I would like to build 3d applications that are targeted at old PCs for education. Which 3d engine do you recommend to use? What technology should I use or approach? I would like to avoid Unity3d or ...
4
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2answers
282 views

What kind of digitizing tablet did developers use back in the day?

I have had trouble getting the money together to buy a digitizing tablet, and it would cheer me up to know what kind of digitizing tablet the artists were using to create classic games like Super ...
2
votes
3answers
422 views

Where to start with hardware-specific low-level programming?

Seeing as today's machines have insane computing power and near endless memory, it's tough for a hobbyist programmer to actually hit the limits of his machine without doing something totally ...
2
votes
3answers
669 views

Minimum Hardware for iPhone Dev

So I'm planning to get into iPhone dev (2D games). I understand that my only real option is to get a Mac. I'll probably go the MonoTouch route. I'm not sure what hardware to buy; I just want the ...
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vote
1answer
502 views

Questions before I revamp my rendering engine to use shaders (GLSL)

I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been ...
7
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4answers
410 views

How can I test different TV display types for my XBLIG game?

The XBLIG submission check-list asks to ensure all gameplay-critical graphics be visible in the 'TitleSafeArea'. I've received a bug report during play-testing that says parts of my scrolling 2D map ...
6
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6answers
985 views

video card architecture

Can anyone point me to some information on what a modern video card architecture looks like? I'm particularly interested in understanding how my rendering engine will be executed by the GPU. Ideally, ...
5
votes
1answer
981 views

Switching between Discrete and Integrated GPUs

I have a machine with two discrete GPUs and one integrated GPU. I can currently switch between them using NVIDIA's software, but I would like the ability to do so within my applications for purposes ...
4
votes
4answers
3k views

Recommended hardware for developing ios games? [closed]

I know you have to have mac os x to use xcode and thus to develop/compile apps for the iphone. And I'm not exactly wanting to go the hackintosh way, so I'm looking at buying a used mac. What specs ...
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vote
2answers
620 views

What are the minimum requirements for UDK on iOS?

Infinity Blade asks for 3GS or better devices, which I'm told is because it uses OpenGL ES 2. Will every game made with the iOS version of the UDK only work with 3GS devices and up?
13
votes
6answers
871 views

Phone for Android game development [closed]

I've been developing casual iPhone/iPod Touch games touch for about two years. I'd like to port some games to the Android platform. Since I'm stuck w/ a two year iPhone contract I don't want to get ...
12
votes
1answer
1k views

Why is is so hard to develop a game console emulator?

I have always found emulators rather fascinating. I would seriously like to create an emulator for an older ganeration console or handheld. It would help me gain a greater appreciation of the hardware ...
4
votes
1answer
453 views

Current state of the art for holographic displays?

In another thread I was asking about independent arcade system development, and partly it was because I'm interested in using available 3D holographic technology for the displays. I saw one which ...
8
votes
3answers
378 views

Independent Arcade Game Development

So I've been looking around, but it seems that information on this is scarce. If one wants to develop an arcade game (as in, coin operated), ignoring the software side, where does one start on the ...
30
votes
3answers
5k views

What is the purpose of the stencil buffer ? More precisely, what is a stencil in computer graphics?

I read the stencil word a lot, and I don't have a clue what is its real purpose in computer graphics. Seeing the picture in black and white on wikipedia, I'm still having problem with it. Why do we ...
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2answers
1k views

SNES Bung Game Doctor, add RAM retention modification (battery backup) [closed]

Firstly I'd like to say that this doesn't seem like the right "forum" for this question as it actually doesn't relate directly to the development of games. As this is my first post on 'game ...
3
votes
4answers
782 views

How do you make use of all texture units on today's graphics cards?

I saw a review of the GeForce GTX 460 graphics card. It has 56 texture units. I'm not that knowledgeable about graphics effects. But, the ones I know use around 3 or 4 texture units. In this ...
55
votes
10answers
5k views

How do I determine my games minimum hardware/software requirements?

With me going it alone in development I only have limited resources at my disposal i.e one pc with which I develop and test the game. so I only know for certain my game works with that setup. What ...
27
votes
3answers
8k views

How does hardware tessellation work?

I would just like someone to explain in relativly clear terms how hardware tessellation works considering it is the new buzzword with DX11. Thanks.