The process of generating an image or series of images from a model by means of computer programming.
1
vote
3answers
310 views
What name (if any) applies to this particular 3D rendering technique?
Is there a name for this technique where when instead of rendering certain polygons, you just calculate a few key points and do the drawings in 2d? For instance, instead of rendering a sphere, you ...
2
votes
1answer
575 views
How can I render a shiny, metallic surface?
I am creating a game for which I want to render a kind of shiny black metallic surface with some refection property in it. I know that there would be something related to masks involved with it. But ...
3
votes
1answer
262 views
Where can I find a BRDF reference implementation?
Does anyone have a link to a sample implementation of how to create/handle 4D BRDFs?
I found a few interesting papers and websites,
Szymon's (student, Princeton) BRDF survey, 1997
SIGGRAPH survey
...
8
votes
2answers
919 views
Why would you want multiple render targets?
In d3d11, you can bind multiple render targets ID3D11DeviceContext::OMSetRenderTargets. But why would you want to do this?
-1
votes
2answers
749 views
Tilemap rendering with openGL (why the rendering is extremely messed up)
I'm using SDL & openGL to render a tile-map.
The issue is that the tile-map rendering is extremely messed up, and i'm just a bit unsure what i'm doing wrong exactly.
Here's an image of the ...
1
vote
1answer
689 views
Model not rendering correctly XNA
Basically i am trying to render a model yet it seems to draw polygons that should be behind something, in front of it. So i end up seeing some faces that should be behind something, totally covering ...
-1
votes
2answers
507 views
Why is my Diamond-Square implementation producing blocky, banded results?
Do you know why my diamond square algorithm is giving me this such "ragged" results? I used to render it in a way that concealed the roughness (basically asigning color ranges instead of fractional ...
5
votes
1answer
4k views
DirectX11, how do I manage and update multiple shader constant buffers?
Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
14
votes
3answers
723 views
What does the graphics card do with the fourth element of a vector as the final position?
From this question it appears you would want a four-element position vector, as it is simpler to modify its position with matrix multiplication.
On its own this would imply the fourth element should ...
3
votes
1answer
478 views
“Clone” a RenderTarget2D?
I see that some XNA resources implement ICloneable (namely the Effect class) but textures don't. I have encountered a situation where I need to make a complete copy of a RenderTarget2D texture and use ...
21
votes
2answers
698 views
Out of bounds in AAA games
In many common AAA titles (Source engine games especially), when the player reaches an area 'un-catered' for, such as out of bounds, or noclipping under the map; a strange effect occurs on the screen ...
10
votes
1answer
516 views
How does pixeljunk shooter simulate its liquids?
I am really impressed by the liquids in pixeljunk shooter. I would love to know how they do it.
2
votes
1answer
732 views
Does OGRE do hardware skinning by default?
I am trying to understand how OGRE works at a lower level, and from what I have read so far, I believe OGRE generates shaders from material scripts using its RTShader system, on the loading of each ...
4
votes
2answers
648 views
How can I implement shader lookups for my material system?
I have been working on a material system and for the most part everything works just fine, however, I hard code the shader that will be used. Obviously this causes a problem when I want to have the ...
11
votes
2answers
3k views
How do you programmatically generate a sphere?
Could someone please explain how it would be possible to create a sphere vertices, indices and texture coordinates? There is a surprising lack of documentation on how to do so and it is something that ...
1
vote
3answers
923 views
Rendering multiple RenderTargets to the screen
Let's say I have a background and a set of entities.
I have managed to draw the background into a Texture2D using a RenderTarget
I have also managed to draw all my entities into another RenderTarget
...
3
votes
1answer
392 views
Is there any equivalent to glPushMatrix in XNA?
I'm trying to implement a scene graph for my 2D game in XNA, and I was looking for a way to draw every object while saving only the local transformation of the object. This seems a bit like ...
3
votes
1answer
1k views
How should I move 2D objects in OpenGL ES 2?
I am a bit confused about what I need to move a basic square. Should I use a translation matrix or just change the object vertices? Which one is better?
I use a simple vertex shader, gl_Position = ...
3
votes
2answers
3k views
Mapping a Vertex Buffer in DirectX11
I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, ...
1
vote
1answer
607 views
Multiple Render Targets not saving data
I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here
I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
2
votes
2answers
653 views
implementing multi pass rendering in a game engine
I have done multi pass rendering before and understand how it works. I did a simple example which rendered a basic scene with shadows. This was all done in one file. Now I am trying to figure out is ...
42
votes
2answers
2k views
How can I get textures on edge of walls like in Super Metroid and Aquaria?
Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black.
I ...
3
votes
1answer
369 views
Engine Design for Rendering Reflections
I have a very simple game engine. A GameObjectManager stores a collection of all the GameObjects. When I want to render, I just call GameObjectManager.render() from the rendering context.
This works ...
5
votes
3answers
695 views
Game Classes design
I'm trying to create a simple 2D sprite game. The problem I'm having now is how to design my game. I was thinking of using a Sprite class that will be my base class for all the different types of ...
2
votes
3answers
824 views
Java tilemap not working, Think it has something to do with my image rendering
Hey can someone help me out, I've been trying to fix this for about 2 hours now, and I'm a noob when it comes to game programming and Java(only been reading and programming with it for a week now, ...
4
votes
2answers
448 views
Material vs Material Pass
I am trying to figure out the difference between a "Material" and a "Material Pass" (in theory). Is it basically that a Material will have multiple "Material Pass"'es, along with a name. Then the ...
1
vote
1answer
612 views
LWJGL Rendering a 2D Object at a Certain Position On-Screen
Okay, so in LWJGL, how can I render a 2D object (maybe for like a menu, or meter that shows up on screen during the game), and have control over size and position on screen? So I can tell it what ...
12
votes
4answers
1k views
Should actors in a game be responsible for drawing themselves?
I am very new to game development, but not to programming.
I am (again) playing around with a Pong type game using JavaScript's canvas element.
I have created a Paddle object which has the following ...
0
votes
0answers
337 views
How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?
I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are:
D3DFMT_A8L8 // 16-bit using 8 bits each ...
4
votes
1answer
595 views
Java rendering performance bottlenecks
I've read a lot of forums about making 3D games in Java but I was unable to build a full picture of how it performs in video games.
I know that it works smoothly for small and average size games, but ...
8
votes
6answers
2k 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 ...
1
vote
3answers
306 views
Should there be a limit to how many in game models there is for a 3d MMORPG?
I was considering building a character creator/customizer program that would enable a player to create their own 3d model based off of a series of preset body parts. i.e. A player could choose to add ...
3
votes
1answer
665 views
Drawing a depth map properly
I want to render a depth map by importing it from a file, then creating an array of vertices and indices, and then displaying it using a basic shader (just apply the view and projection matrices on it ...
2
votes
1answer
816 views
android zoomable and scrollable board game
I'm developing a Android board game and have a question regarding creating a board that is zoomable and scrollable. The board contains a static background, characters (players) and the actual "level" ...
2
votes
1answer
2k views
OpenGLES 2.0: Rendering Multiple Sprites - Texel Corruption
I'm having a tremendous time getting the second (or additional) sprites in my game engine to render properly. The first one always works great: it is positioned and sized properly in screen coords, ...
1
vote
1answer
218 views
How do I display same “proportional” text size on different resolutions?
I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution.
For example, if screen resolution is low, text wrapped and when it is ...
16
votes
1answer
3k views
Isometric rendering and picking?
I've been looking for a formula to plot (world->screen) and mouse pick (world->screen) isometric tiles in a diamond-shaped world.
The ones I've tried always seem to be, well, off.
What's the ...
7
votes
2answers
403 views
Portal Projection
Ok ok I admit, I'm bored and toying with a portal script like the one on steam.
I've figured out the following:
relative positioning of the mirrored cameras
render to texture for the portal (the ...
-3
votes
2answers
3k views
How much RAM or CPU configuration is required for good rendering [closed]
I am learning 3ds max . I was just wodering if need to build a complete small village with small building , hotels , rooms , then do i need more advanced configuration . i mean how much minimum RAM ...
7
votes
2answers
608 views
How would I setup fog to follow a players coordinates?
I'm wondering if its possible to setup a fog to a player's coordinates (where there is fog around the player to make it more third-person) the main reason I ask this is because I have my player more ...
3
votes
1answer
304 views
What are some effective methods for implementing downsampled transparency?
It seems that some games have managed to implement downsampled transparency, and presumably gained a significant performance boost. (Examples: Uncharted 2, Crysis 2) A while back I attempted to ...
6
votes
8answers
405 views
Is it useful to monitor framerate over the course of an arbitrary (but long) period of time?
How useful is it to keep a measurement of framerate over the course of long times (such as an hour) spanning multiple scenes/data environments?
I've had plenty of times where data throttling/pushing ...
9
votes
4answers
349 views
What exactly causes a surface to overlap another?
I cannot really figure out what causes one surface to overlap another. In a 3D engine I'm creating, my technique is failing in edge cases.
My method is sorting the surfaces to be painted from the ...
7
votes
4answers
426 views
What types of effects or shaders would you teach in a rendering class? [closed]
I am looking for a list of topics that would be fun to learn and not too complicated to implement with a prototyping tool like FX Composer or Rendermonkey for an intermediate class of real-time ...
7
votes
5answers
424 views
Ideas for extending tic-tac-toe game? [closed]
I'm building a 3D tic-tac-toe game and this is what I've implemented so far:
3D renderer with texture mapping
Playing against the computer
Playing online (multiplayer)
Now I'm a little lost what I ...
2
votes
2answers
254 views
Are there any issues with not drawing to all render targets when using MRT?
Lets say I set 2 render targets:
device.SetRenderTargets(color, depth);
And then half my draw code only outputs color and not depth. This works fine on the PC and produces the expected results ...
8
votes
2answers
671 views
Structuring game world entities and their rendering objects
I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough ...
3
votes
2answers
1k views
polygon triangulation algorithm
I need to triangulated a polygon for rendering in opengl es on android ( no glu triangulation available)
Is there an already known algorithm for this? The polygon can be convex or concave (with no ...
5
votes
3answers
3k views
building a game for different resolution phones
I am starting some tests for building a game on the Android program.
So far everything is working and seems nice.
However I do not understand how to make sure my game looks correct on all phones as ...
3
votes
2answers
366 views
Sprites are sometimes blurry in Flash
I am playing around with drawing an SVG sprite (imported in through [Embed]). Depending on the coordinates of the image, sometimes it appears more crisp than others.
The following image shows how at ...