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

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32
votes
7answers
8k views

Why do games ask for screen resolution instead of automatically fitting the window size?

It seems to me that it would be more logical, reusable and user-friendly to implement flexible, responsive UI layout over a 3d or 2d screen, which can then be run on any screen resolution. Some ...
0
votes
1answer
162 views

How can I render cloud patterns like in these examples?

I have a quick question. I see in many games, usually in the menu, some moving "clouds" in the background, apparently additive blended into each other, which does a really nice job immersing the ...
0
votes
1answer
625 views

Two issues with testing LibGDX on Android

1) When I test my game on desktop it is 100% fine. When I test it on my Nexus 7 physical device, it is the same except the backgrounds have no color. For example my splash screen has a greenish ...
1
vote
1answer
968 views

What is the delta value passed to the Screen's render method?

The delta value given to the render method in the Screen class is a non-constant number. What is it? Where does it come from? Does it differ by screen size?
-2
votes
1answer
177 views

Why is my Snake' tail rendering the wrong sprite? [closed]

I am making a snake game in Unity. The game is simple, using Texture2D to display the head, tail and body parts. I am stuck with this problem: I stored 4 textures (each one for one of the four ...
3
votes
4answers
4k views

Why would you use software rendering over hardware rendering, today?

As opposed to CPU or software rendering I assume? Wouldn't generally all current rendering be GPU based, seeing as you would be using OpenGL or Direct X? Could someone give me some info here, can't ...
0
votes
1answer
72 views

Is there any reasons to make sprites and bodies line up?

So in LibGDX the Sprite objects position is where it's 0,0 mark is in the word. In Box2D a a bodies position is in it's center. So to line these up when you update the sprites position with the ...
0
votes
1answer
278 views

OpenGL: How to improve the performance of rendering context [closed]

I have written a benchmark program that compares the performance of OpenGL and DirectX libraries. The problem is that OpenGL gets much lower performance than Direct3D. At the end the program generates ...
0
votes
1answer
70 views

Direct3D: should I use MIXED_VERTEXPROCESSING?

Yesterday on Youtube I watched a video tutorial about creating Direct3D stuff. On that tutorial there was a part about VERTEXPROCESSING compatibility with older video cards. The guy said that the ...
2
votes
2answers
2k views

How do I render a rounded rectangle in libgdx?

I've been thinking of ways to render a rounded rectangle in libgdx. I haven't found a pre-built way in the documentation. I've looked at: ShapeRenderer, but that's apparently quite expensive ...
7
votes
1answer
365 views

Optimize state changes within a render queue

I am refactoring some parts of the game engine I am working on. This engine is made in C# with XNA. The part I have trouble with is shader/material and the render queue. In the new version I will ...
1
vote
1answer
1k views

Cocos2D - Fill a Sprite with a pattern

I have a CCSprite with a certain shape in Cocos2D and I would like to fill it with a pattern, as seen here: I've seen a lot of examples where they fill a rectangle with a pattern, or even a ...
1
vote
2answers
147 views

How to use blender files in your own engine?

It is not trivial to use your own shader on blender, so I've created a good-looking webgl shader. Now, what do I need to use the things I made in blender on it? An obvious first idea would be to parse ...
0
votes
3answers
249 views

How can a game engines renderer be compatible with a 3d modeling software such a Maya

So you create some model in say Maya, you apply all kinds of effect to the model and then export the file. So then the game engine has to load the file and render it, so surely the game engines needs ...
2
votes
2answers
340 views

How can I determine the pixels covered by a transformed triangle (without drawing it)?

I have three points that form a triangle in a 3D scene. I want to apply an arbitrary rotation/translation transformation to this polygon and later check in which pixels of an image they would be ...
3
votes
1answer
215 views

Understanding and editing HDR light environments in Photoshop

I'm working with an in-development system that uses .hdr environments (equirectangular projection) to provide image-based lighting (IBL) to a 3D rendering. I'm trying to understand what range of ...
1
vote
1answer
134 views

Who should handle animations when game logic is separated from rendering?

Suppose I have a tile-based game and I want the step to be 1 tile but also want the movement to be smooth while the player is getting there. If I understand correctly, the only way to achieve this ...
1
vote
1answer
4k views

Texture atlasing in Unity

I'm researching new ways to optimize games for better performance. Currently I am working on texture atlasing, which is giving me a hard time. I made the atlas using Texture2D.PackTextures and saved ...
0
votes
1answer
414 views

Correct GL settings to mix 2D and 3D rendering

I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
3
votes
1answer
410 views

Self occluding object and alpha blending

Look at the object I've rendered with my app: It's the same screen twice, above the original and below I've drawn (by hand :P) the shape of the mesh of one of plant's leaves. You can clearly see ...
3
votes
2answers
2k views

Recommend a way to draw thousands of particles (liquid) per frame in Unity3d

I'm writing a plugin for this library for Unity3d. I have it working and now I am looking for an efficient way to draw the particles. My 1st test just uses sprites and runs fine on my laptop but I ...
2
votes
1answer
144 views

Rasterizing parametric solids in Minecraft voxel space

I'm trying to render giant procedurally generated trees in Minecraft. I have code that generates a tree model and represents it parametrically as a collection of cones and spheres using vectors and ...
0
votes
1answer
146 views

When entities don't draw themselves, who actually does?

There are countless questions here about whether entities should draw themselves or not. The answer is almost universally no, there should be a renderer. And I do see a point in having a single place ...
7
votes
3answers
836 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
0
votes
1answer
2k views

How can I apply an outline effect in Unity?

I want to apply an outline effect for several objects on the scene. Nope, the standard outline shader from the toon-shader package don't met my criteria. I want to create an effect like this: To ...
1
vote
0answers
330 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
-1
votes
1answer
309 views

Load single texture atlas for multiple sprite

Recently, I am developing sudoku game. For this, I have created multiple grid 9x9,12x12 and 15x15. For this numbers are repeated so multiple sprite renderer are created and it load same number ...
11
votes
6answers
9k views

LOD in modern games [closed]

I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about ...
1
vote
4answers
4k views

Rendering multiline text with SDL_TTF

Can you use any function to render more than a line of text in a surface? If you can't do this, what whould be the way to go? I am doing the following: Create a surface (not sure if should be a ...
0
votes
1answer
72 views

How to create a vertex buffer that provides this pattern?

I have a series of vertices that I want to layout with the following configuration, but I haven't been able to find out how to do this with the square and X pattern. Most of the time I have generally ...
6
votes
1answer
342 views

With what projection matrix should I render a portal to a texture?

I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do: create a virtual camera with the position of the second portal and the correct orientation ...
1
vote
1answer
233 views

Multiple FBX Animation Files in Maya

I bought some animated models which came as FBX files from the unity asset store and I'm trying to export them to PNG sprite sheets in Maya (for an html5 web project). The file seems to be main fbx ...
0
votes
1answer
608 views

How do I double-buffer renders to a JPanel?

I'm trying to make a little breakout game with Java and Swing. The only issue so far is that drawing on the JPanel causes lots of flickering! The relevant code: JFrame frame = new ...
0
votes
0answers
269 views

Sprite Rendering Cost Calculation

First of all asking before asking this question I have already read following post for the clearance of my mind. Sprite Renderer Texture 2D I want to change my background texture as per device ...
1
vote
1answer
95 views

Why does rendering a gradiented shape leave gaps?

Sometimes when I am drawing objects that aren't 'linear' (e.g. rounded edges, circles, ellipses, diagonal lines, etc) I this weird effect of some pixels at certain points not getting drawn. It's ...
1
vote
2answers
137 views

pre-rendering light on texture based on bump map

Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
3
votes
3answers
640 views

How can I render from a buffer that exists and was created on on the GPU?

I'm looking for a unity API or function call to allow me to do the following ... I wrote some really complex functions that are compute shaders. These compute shaders manage a huge compute buffer ...
1
vote
2answers
748 views

Should game objects draw themselves? [duplicate]

Assuming you have classes like Player, Enemy, Map and Tile. The first approach to structuring rendering code would be to give each a render() method and let it draw itself: void render(){ ...
12
votes
6answers
4k views

Should an object in a 2D game render itself?

I'm making a 2D street fighter-like game that is not tile based. Usually people recommend that entities be given to a renderer that render them, not them render themselves, but it seems the inverse is ...
0
votes
2answers
120 views

Algorithmic error in tile engine? [closed]

I'm toying with creating a tile-based 2D java game engine. I can render the "local" area without issues(I.E. deciding which local tiles to render). The problem came when I introduced floating point ...
2
votes
2answers
285 views

Can global Illumination via path tracing replace all other current lighting techniques?

In the sense that you currently have algorithms like HDR, shadows, reflections, caustics, motion blur and so on, does complete path tracing take care of all these effects, or would you still have to ...
0
votes
1answer
102 views

Triangular grid and rendering to a texture (Direct3D 11)

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
2
votes
1answer
806 views

How to best utilize depth buffer precision

Are there strategies to minimize depth buffer precision problems with hyperbolic depth buffers, such as the ones resulting from perspective projection matrices, or depth buffers in general? For ...
1
vote
2answers
324 views

Bilinear filtering: Selecting pixels to interpolate between

When looking for implementations of bilinear filtering online, all the ones I can find seem to just pick the current pixel, and the three pixels to the bottom and right side of the current pixel. ...
1
vote
0answers
143 views

LibGDX polygon caching

I am developing an Android game using LibGDX and I have big world map made of polygons. I use PolygonSprite and PolygonSpriteBatch, when I render map, I get 30-35fps and it feels laggy. I wonder if ...
2
votes
1answer
308 views

does order of updates and renders matter?

I know in a game loop there needs to be an order like physics should update before rendering. So, I have created two separate functions: update and render and the game loops like below: ...
2
votes
1answer
856 views

Reduce render time for a tiled map in ThreeJS

I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps. The game runs great, there are even some AI mobs that run around randomly like ...
1
vote
1answer
224 views

Bounding volume hierarchy for outdoor scenes

I started with a very simple graphics engine a few weeks ago and I have finished a simple scene-graph and I am now at a point where I need to create a bounding volume hierarchy. I never really ...
2
votes
3answers
489 views

Order of render with transparency opengl

I tried to render using different render configurations (GL_BLEND_FUNC()) but I couldn't get the back object to render in certain angles. The first screenshot here shows one angle where the back ...
0
votes
1answer
119 views

Keep rasterized pixel amount constant

I have a scene that is rendered from the point of view of the light using an orthographic projection matrix. For an arbitrarily shaped and oriented object that doesn't change its shape or size in ...