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

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1answer
68 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
91 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
432 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
196 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
297 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
303 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
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0answers
79 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
332 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
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0answers
186 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
181 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
3k 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 ...
0
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3answers
595 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
116 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
73 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 ...
3
votes
1answer
479 views

Transparent diffuse fails to render from all viewing angles

I'm rendering this chunk as a Unity mesh and I have just one material (with alpha) which is applied over all the mesh. Everything in the chunk is automatically generated at runtime, so it's not ...
3
votes
3answers
185 views

How do I get rid of this coloured border on my sprite?

I'm working on a 2D game in Unity. My triangle sprites display in-game with a line along one of the transparent sides: Larger view here. You might need to zoom somewhat. It's quite obvious on the ...
3
votes
1answer
282 views

OpenGL Framebuffer Object issue

I am struggling with implementing a proper Framebuffer Object . glCheckFramebufferStatus is returning me: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054). What am i missing? GLuint fbo, rboColor, ...
2
votes
1answer
88 views

How can I derive hierarchical draw ordering for entities in an entity system?

How do you implement hierarchical render order in an entity system? For example: two player entities each carry a gun entity. If you set the player entities to zindex = 0 and the gun entities to ...
0
votes
1answer
115 views

xna - Render background and multiple sprites to a single texture

I currently creating a game and I am trying to render my background and a sprite to a texture. Currently I have the background being rendered to a texture. But I am needing to render both my ...
3
votes
1answer
211 views

How to render a pseudo-3D view like in the game Biosys (1999)? [closed]

Biosys is a PC game released in 1999, where navigation through its environments is done by clicking an "exit" on a scene, taking the player to a new scene. The player can't move in a scene, and ...
1
vote
0answers
134 views

Efficiently rendering tiled map on OS X

I'm writing an original (top-down) SimCity clone in Swift and attempting to use SpriteKit as the basis for the game. However, I am running into performance issues when rendering and animating the tile ...
2
votes
2answers
637 views

Does PBR mean only one, right technique to view 3D scenes?

For example if I call Unity 5 render pipeline a PBR (Physically-Based Rendering) and Unreal Engine 4 render pipeline as well PBR, does it mean that the same model with the same PB textures will be ...
0
votes
1answer
200 views

Imported Blender modular mesh lighting/shadows issue - Unity

Hi I've very recently started using Unity and am creating a game level. I've created my environment in blender and am currently using a modular design as I'd like to include destructible environments. ...
-2
votes
1answer
87 views

What's the difference between Rendering pipeline and compute shader?

What's the difference between rendering pipeline - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882.aspx and compute shader - ...
55
votes
9answers
19k views

Why are gaming graphics not as beautiful as animated movies?

I remember watching the Tomb Raider pre-rendered trailer, and wished those graphics could be in the game itself. Why there is such a big difference between the trailer and the actual game? I ...
-4
votes
1answer
140 views

What's the difference between rendering and shaders?

What is rendering? What are shaders like vertex ,tessellation shaders etc? I am confused what's the difference between rendering and shaders? and how rendering is performed using shaders? Can we ...
-1
votes
2answers
111 views

What are 'ambient' lighting/illumination/occlusion? [duplicate]

What's the difference between ambient lighting,ambient illumination and ambient occlusion ? What are they? What's the difference between them?
1
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2answers
134 views

Is the rendering of distorted point clouds more complex?

I have two point clouds of n points: A dense ball-shape point cloud with many points inside A spherical point cloud with points on its surface. Is there (really) any difference between rendering ...
1
vote
1answer
229 views

FBO and VBO for performance

I discovered VBO's recently and changed my code to use them instead of immediate mode. Now I'm rendering 25000 squares and it's really slowing down my FPS. If I drew all the squares VBO's to an FBO, ...
1
vote
2answers
1k views

What are 'physically-based' lighting/rendering/materials?

What's the difference between physically based lighting, physically based rendering and physically based materials? How they are different from deferred and forward rendering? And physically based ...
0
votes
1answer
100 views

How to render specific FBO Texture attachment (assume attachment1) with 2 attached

Create FBO & its textures like normal. // FBO & Texture glGenFramebuffers(1, &mFbo); glBindFramebuffer(GL_FRAMEBUFFER, mFbo); glGenTextures(2, mTexture); for(int i=0; i<2; i++) { ...
1
vote
3answers
108 views

Rendering many similar objects [closed]

I am writing an city builder. The graphics should look pretty simple, there are no fancy models or textures. Something like Synekism. Thus I have only simple models for buildings and splines for ...
0
votes
0answers
89 views

How do I rotate a skybox?

I am trying to find the way to rotate my skyBox. I have a vehicle at a static position (0,0,0) and I can rotate that, but it seems that rotating the skybox is a different operation. First I load the ...
0
votes
1answer
447 views

Capping framerate independently of logic updates in single-threaded Android Gameloop

My game is currently using the below game loop (this is an OpenGL ES 2.0 game, therefore the loop-work takes place on the rendering thread in the provided onDrawFrame method). Currently my loop ...
1
vote
1answer
550 views

Problem with update/render in game loop (scrolling view, render interpolation)

I use SFML 2.2 and program a 2d prototype game (2d mario style where the camera follows the player). I am experiencing the buggy imagery during rendering, for example a chunk of vertex array blocks ...
0
votes
2answers
143 views

Voxel Engine in XNA - Block as Class Renders, Block as Struct Doesn't

Edit: I almost forgot to mention - when I place NEW blocks they render, but nothing triggers the originals to render (I have a button assigned to recalculate/redraw for every block surrounding (and ...
11
votes
2answers
3k views

How to make natural looking voxel

I'm developing a voxel game, but I think I use the wrong technique. I currently use flat tiles, to make blocks, and I think theres a better and more efficient way. I have seen a voxel game, which ...
0
votes
1answer
135 views

Sprites and Box2d

I'm starting to see how box2d works now, except I dont know how to scale the screen to diffrent screen sizes and how i can convert Sprite sizes to box2d units. I know box2d uses meters and such, but ...
0
votes
3answers
660 views

How to render grid properly, especially over distance?

I'm drawing a grid, pretty much like one can see in the Unity editor itself or any 3D-editor, many 3D-related applications and some games. But it doesn't look pretty in my case. I put a few random ...
3
votes
0answers
394 views

How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)

Does anyone know how to create a Texture feedback effect in Stage3D / AGAL? I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place! I'll share with ...
1
vote
1answer
611 views

How do I use tiles and sprites together in an isometric scene?

I'm trying to write a 2D isometric scene. Rendering order is complex, since both tilemaps and sprites are different concepts. Rendering one of the 2 before the other will draw the scene incorrectly. ...
4
votes
1answer
512 views

Drawing entities in an isometric engine

I am having some problems drawing my entities in an isometric map. Tiles are drawn using Painter's algorithm to do the z-sorting which works great for the tiles alone. Entities are parented to a ...
1
vote
2answers
160 views

Back to front drawing in an Unorginized array of tiles

I have an Array of tiles in no particular order. How would I do a isometric back to front rendering on it? Do I HAVE to order it?
1
vote
1answer
156 views

Shader - Realtime texture masking

The first thing that comes in mind is masking using RGBA values. With this you can obtain this kind of textures and this kind of results. But with this, you can only store up to 4 masks inside a ...
0
votes
2answers
182 views

Do I really need a render() method in the game loop if the view subscribes to the models?

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
1
vote
2answers
152 views

Rendering objects with either normal maps, either specular maps, or with both, or with neither?

My hobby engine has a deferred renderer that supports normal maps and specular maps. Now, some objects may have normal maps, and some may have specular maps. In some cases, an object has both maps, ...
6
votes
2answers
297 views

Decoupling assets, instances and the rendering module [closed]

I am trying to redesign a home-grown hobby engine. It became apparent that it was far too tightly coupled and so I'm trying to redesign it in a more modular way. Unfortunately, I'm baffled by the ...
1
vote
1answer
56 views

Drop in quality of rendering of texture [closed]

Platform: Android OpenGL ES 2.0 I'm drawing a texture on to a square using OpenGL ES2.0. The texture scrolls infinitely in vertical direction. The rendering quality drops very rapidly after a few ...