The process of generating an image or series of images from a model by means of computer programming.

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13
votes
5answers
955 views

Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma ...
0
votes
2answers
77 views

Kerning between glyphs using SDL2_ttf

I'm loading a number of characters (using SDL2_ttf) into a texture atlas to improve performance. The glyphs can be separately rendered correctly, however, how can you find the kerning distance ...
0
votes
0answers
150 views

Cocos2d-x 3.7 PhysicsBody velocity issue

i have a Sprite with physicsBody,and fixed velocity,the problem is the sprite is not renderd smoothly with the mouvement,it's look like zigzaging forward and backward with a tiny fixed offset,but keep ...
1
vote
4answers
332 views

MonoGame/XNA 3D fbx model produces strange rendering output

The Problem: I have been making a model of a Steampunk-themed street light in Blender for use in my MonoGame/XNA Game. To test it I exported it to the *.fbx file format using the fbx export plugin ...
3
votes
1answer
69 views

How do I create a half-ortho half-perspective projection matrix

I've been trying to make a formula for the projection matrix where your vertical axis is projected orthographically but your horizontal axis will have perspective to it. So the view frustum would ...
0
votes
1answer
164 views

Problem with SSAO

I'm trying to implement SSAO based on this tutorial (and other). My setup: XNA 4.0 Deferred depth = z/w This is result: Lines across buildings are moving when I move camera. So I'm wondering ...
0
votes
1answer
360 views

Render Queue Sorting, HOW?

Recently I'm trying to implement a render queue sorting system, i.e., ordering my renderable objects in an array in such a way that the overhead of OpenGL state changes are minumum. After some ...
0
votes
0answers
110 views

Unity forward render path creating pixel lines between meshes

I have a bit of a problem where my meshes are either unsmooth because I'm using deferred rendering path or they are smooth using forward rendering path but it creates this weird pixel line between the ...
1
vote
1answer
130 views

Efficient method to export a lot of pre-rendered sprites from 3D models

I have a lot of 3D Characters and I wish to use them in a 2.5D game as Sprites; in doing this I have to render them from a fixed camera angle and since each should have its own atlas file containing ...
1
vote
1answer
82 views

LibGDX, BitmapFont strange position behavior

I'm using a Stage of LibGDX to draw a text, in my case the FPS. But after resizing, the position of the text does not behave properly. As you can see in the attached gif: The resizing function ...
3
votes
1answer
169 views

Isometric 3D grid - what order do I render elements in the grid?

I'm trying to create a screensaver, so strictly speaking this isn't for developing a game, but the subjects discussed on this SE site are a better match than any of the other sites, and I think the ...
0
votes
0answers
289 views

Speed up the DirectX game - how else can I boost the fps with typical triangle drawing?

I am writing my own c++/DirectX engine. I've made the basic framework and here comes the time for optimizations. I don't want to focus on optimizing the resources themselves right now (meshes, ...
8
votes
6answers
2k views

How come the 3d graphics and animations of MMORPGs are usually worse than non-online 3d games? [closed]

I have noticed that in general it seems like the 3d graphics and animations for MMOs and MMORPGs seem not as seductive and polished as the graphics for normal, non-online 3d games. How come this is ...
0
votes
1answer
1k views

OpenGL : Suggestion on handling collision detection and vertex data?

I was thinking how to do collision detection in my OpenGL application and came to conclusion that I should keep two copies of my geometry data. 1)First copy : Only for OpenGL rendering purposes.This ...
1
vote
1answer
318 views

How should I render multiple objects in OpenGL?

I am just getting my head wrapped around modern OpenGL. Let's say that I would like to draw 10 objects, how would I structure that? Would I call glDrawElements(...) in a for loop 10 times? void ...
0
votes
0answers
63 views

Tessellation won't render

I am starting to work with tessellation and have some problems right in the beginning. I try to render a quad made of two triangles with tessellation, but nothing appears on the screen. But as soon as ...
8
votes
3answers
610 views

Using full resolution of depth buffer for 2D rendering

I'm working on a front-to-back renderer for a 2D engine using an orthographic projection. I want to use the depth buffer to avoid overdraw. I have a 16-bit depth buffer, a camera at Z=100 looking at Z=...
10
votes
4answers
2k views

Could frame interpolation like used by SmoothVideo Project be an option to increase the framerate of games without as big a performance hit?

The SmoothVideo Project uses frame interpolation to increase the fps of video from 24 to 60. The results are pretty impressive. I was wondering if this could be applied to, and whether it would look ...
1
vote
1answer
74 views

Certain random content rendering differently

On the main menu of my game there is (obviously) several buttons. 2 of which, in different positions on different screens, render a different colour to the rest. As you can see below, "New game" ...
1
vote
2answers
288 views

How can I render extremely large models?

I'm trying to build a game in Unity similar to the game Kerbal Space Program where there are large celestial bodies that the player can orbit. I'm running into a few problems though. My first issue is ...
2
votes
0answers
175 views

Texturing Objects in OpenGL

Using OpenGL tutorials found here, I constructed an .obj file loader as well as a texture file loader using SOIL. I have an issue with drawing a textured object. (Shown here) Assuming I created the ...
0
votes
3answers
283 views

Creating a separate renderer for entities in a 2D game

I'm making a 2D shooter game. As of now, every entity "draws itself", meaning every renderable entity has a draw function. I know it is better if rendering is handled separately, but how can I achieve ...
5
votes
3answers
880 views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
0
votes
1answer
116 views

How to store each rendered frame as image in libgdx for debugging

I have a libgdx screen's render method where I am executing lots of for loops and drawing various shapes on screen in thoese loops. Also I am manupulating (x,y) of each shape at runtime to acheive a ...
1
vote
1answer
63 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 articles/...
1
vote
1answer
161 views

Fastest way to render image data from buffer

Currently I am doing my rendering by using a 3D array window_width x window_height x rgb as a buffer, then looping through the buffer and plotting pixels on screen using SDL2 (SDL_RenderDrawPoint). I ...
4
votes
2answers
438 views

Discoordinated Chromatic Aberration Effect

The game Teleglitch heavily utilizes the CA effect with screen distortion. I am trying to achieve this effect. Issue 1. How to not apply the effect onto the floor? (solved) They render the screen ...
0
votes
1answer
141 views

In Pygame, I can only display text once I stop updating and drawing, why?

At this moment, I can only display text once I stop updating and drawing sprites. In the code below (which is actually the game loop), you can see how if GAMEOVER == True (gameloop stops drawing), the ...
17
votes
2answers
6k views

Best technique to create oldschool (fake 3D) racing game?

What would be a good approach to develop the render system for an oldschool type racing game that uses a pseudo 3D scenery, like for example Outrun or Lotus Esprit Turbo Challenge? There's an endless ...
2
votes
1answer
63 views

Computing Normals for a displaced material

Disclosure: cross-posted on Unreal Answers, thought was sufficiently general for GameDev.SE I am currently rendering a displacement texture and, separately, a normal texture for my ocean. Is there a ...
1
vote
1answer
717 views

In Unity, how do I render a chromatic aberration effect?

I'd like to replicate the effect used in Teleglitch: In this scene, an object is rendered more than once at different position with different color. This game uses this shader effect to create ...
1
vote
2answers
726 views

Displaying sprites in a 2.5D raycasting engine

I'm developing a raycasting engine like the one used in DOOM, Wolfenstein 3D, etc. My engine is capable of correctly displaying walls and textures on walls, but I'm stuck at sprites rendering. Given ...
1
vote
1answer
2k views

Smooth Shapes in libgdx using ShapeRenderer

I am using ShapeRenderer in libgdx to draw my only character to get rid of texture in my game. But I am not getting quality results. Circle edges are distorted. I tried with high resolution and also ...
0
votes
3answers
236 views

In Unity3D, how can I improve image clarity?

The same images that appear clearly in Adobe Flash appear blurry in Unity. My game uses quads, cubes and sprites. I've tried the game on Android, iPhone, Mac and PC, but the image appears poor-...
0
votes
1answer
78 views

Handling Multiple Resolutions

Recently, I was going to implement and options menu into my game, but I haven't been able to figure out how changing resolution, conceptually, would work. Do I have multiple versions of the same ...
0
votes
2answers
105 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 ...
2
votes
1answer
496 views

How to improve Batch Rendering to work with 3D skeletal animation data

I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 I'd like to extend it now to ...
2
votes
1answer
280 views

In Game Maker, how do I draw a surface?

I'm trying to draw a surface in black in Game Maker. This is the code: //Create event surf = surface_create(room_width, room_height); //Draw event surface_set_target(surf); draw_clear_alpha(c_black, ...
0
votes
3answers
1k views

Why is my texture drawn in a different place when in fullscreen?

I'm trying to draw a texture (with a crescent moon) in the middle of the y-axis: public void draw(SpriteBatch batch) { batch.draw(lune, 0, Gdx.graphics.getHeight() / 2); } It renders this when ...
3
votes
0answers
352 views

Card Masking in Phaser

Good Day, I'm new to Phaser and still learning about it to. I am challenging my self to create a simple animation of a card flip somewhat realistic rather that making use of a scale. This is ...
3
votes
1answer
330 views

Should UI be part of the game-loop?

I can't really find a good answer to this anywhere, I have never worked on games in a proffessional environment and I am wondering; Do these games render their UI in the main game-loop? That is, do ...
1
vote
0answers
92 views

How to extract the texture from an image onto a mesh?

(preamble: I think this fits either here or SO with computer vision tag, I chose gamedev because I think you guys are probably really good with textures and meshes, but tell me if my decision was ...
4
votes
5answers
334 views

How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues. Since this is a ...
0
votes
0answers
198 views

Very slow motion smooth rendering - cocos2d-x

I have a a white circle that I move on a black background very slowly. When I look very carefully, I see that the while moving the edge of the circle is jittering. In my opinion it is because the next ...
4
votes
2answers
195 views

How many LoD versions of a model should I have? [closed]

Many games facilitate better performance by increasing/decreasing the number of triangles/polygons that are drawn, depending on how close the camera is to said object. Mountains, viewed from far away, ...
1
vote
1answer
4k views

Switching renderer off/on for an object in unity using C#

I have a GameObject called 'Stone' that is rendered on Game Play. I have attached a C# script called RenderOff to to make 'Stone' invisible on Game Play. RenderOff.cs using UnityEngine; using System....
1
vote
3answers
733 views

Why should i set glClearColor and setProjectionMatrix in render method many time in LibGDX?

import com.badlogic.gdx.Game; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class MyGame extends Game { public OrthographicCamera ...
0
votes
0answers
130 views

Is there a trivial way to force SDL2 to render on resolution change or regain of focus after CTRL+ALT+DEL?

I'm building a game with SDL2 and C++11. One of the modes of the game is a map which is divided up in tiles/entities existing on those tiles (some are animated) in the context of a viewport on the ...
1
vote
1answer
2k views

In Monogame, why is multiple tile drawing slow when rendering in “windowed fullscreen”?

I have this drawing function (recommended as a solution here). It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...
0
votes
1answer
93 views

Unity only rendering certian parts of 3d building model from certian angles

So I made a couple modular building sections in blender, modular in the sense that I can insert build a floor at a time. I transferred them into Unity and then I got a rendering error that I have ...