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 ...
I am rendering sprites at exact pixel coordinates to avoid the blurring effect caused by antialiasing (the sprites are pixel-art and would look awful if filtered). However, since the movement of the ...
Pixels are either on or off. The minimum amount you can move a sprite is a single pixel. So how you make the sprite move slower than 1 pixel per frame? The way I did it was to add the speed to a ...
I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered ...
I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by ...
In this picture (a perspective projection of an icosahedron), the scanline (red) intersects that vertex at the top. In an icosahedron each edge belongs to two triangles. From edge a, only one triangle ...