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

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3
votes
1answer
720 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
806 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
773 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
945 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
759 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 ...
14
votes
3answers
6k 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
1k 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
477 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
2k 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
5k 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
801 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
859 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 ...
49
votes
2answers
3k 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
445 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
791 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
1k 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
638 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
765 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 ...
16
votes
4answers
3k 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
1answer
429 views

How can I make a 32-bit render target with a 16-bit alpha channel in Direct3D?

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, 8 bits each for ...
5
votes
1answer
781 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 ...
12
votes
6answers
3k 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
3answers
351 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
902 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
951 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
280 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
5k 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
530 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
864 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
415 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
418 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
374 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 ...
8
votes
4answers
484 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
458 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
282 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
924 views

Structuring game world entities and their rendering objects [duplicate]

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 ...
6
votes
2answers
2k views

How do you triangulate an arbitrary polygon?

I need to triangulate a polygon for rendering in opengl es on android ( no glu triangulation available) Is there an already known algorithm for polygon triangulation? The polygon can be convex or ...
6
votes
3answers
4k 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
492 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 ...
4
votes
2answers
709 views

Drawing territories border in 2d map

I'm programming a little web strategy game. In the country map I pretend to display each country with a national color. The issue is how to render the borders in a simple and efficient way. Right now ...
6
votes
1answer
503 views

Achieving certain rendering styles

I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page ...
5
votes
1answer
2k views

Game Code Design for Rendering

I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android's way is to have two threads, one ...
3
votes
3answers
575 views

How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules ...
4
votes
2answers
5k views

FrameBuffer Render to texture not working all the way

I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. ...
5
votes
3answers
4k views

how to add water effect to an image

This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure ...
1
vote
1answer
373 views

Mandelbrot set not displaying properly

I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, ...
7
votes
4answers
1k views

glsl demo suggestions?

In a lot of places I interviewed recently, I have been asked many a times if I have worked with shaders. Even though, I have read and understand the pipeline, the answer to that question has been no. ...
4
votes
2answers
646 views

What does the term 'photorealistic' really mean?

I was wondering about the term 'photorealistic' in regards to rendering and was wondering how this is used. Is it used to describe a shader (or set of) that have certain quantifiable features? Or any ...