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

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4
votes
1answer
687 views

Best way to separate display and game logic (threads)

What is the best way to separate render and game logic threads? I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second. I want to ...
5
votes
3answers
5k views

Can I make a mirror with Unity Free?

If I understand correctly, render textures are a feature of Unity Pro, and that is the best way to create mirrors, TV screens, and so forth. If I am wrong, please tell me. What I would like to know is ...
1
vote
1answer
898 views

Why do 3d model drawn to a RenderTarget appear distorted compared to those drawn directly?

I've got a problem drawing a 3D model to a RenderTarget2D in XNA 4. When the model is drawn to a render target, and then the render target is later drawn to the screen it appears distorted. (See right ...
0
votes
2answers
563 views

Optimize a render call to draw out several semi-transparent sprites

I'm writing a 2D side-scrolling style game in C++ and openGL. In this game I have several cloud sprites which are rendered across the top of the screen. They rotate and scale and such so they're not ...
0
votes
1answer
176 views

rendering issue: depth buffering + blending: how do they work together?

This image describes the problem I'm having: http://i42.tinypic.com/282kzlf.jpg What you are seeing consists of two images: Image A(with the alien-concept art thingy), depth value .98, the white ...
2
votes
1answer
955 views

GPU particle system using vertex texture fetch in Direct3D9

I've been reading up on particle systems amongst other stuff and one interesting approach uses rendertargets to store a particle's position, velocity, lifetime, etc. A pretty neat summary is given ...
5
votes
3answers
1k views

Multiple render targets and gamma correctness in Direct3D9

Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once. Now if you want to have a ...
0
votes
2answers
1k views

SFML Segmentation Fault when using VBOs?

I'm trying to follow along with the gltut tutorials and for some reason when I call GLDrawArrays my program segmentation faults. I've been looking at the state of my application with the Mac OpenGL ...
1
vote
3answers
1k views

Component-based Rendering

I have component Renderer, that Draws Texture2D (or sprite) Then I have method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) ...
1
vote
2answers
175 views

Why is antialiasing dependent on sampling?

I am thinking about the best ways to render two dimensional objects in the highest detail possible using modern graphics technology and it occurred to me that when I simplify a situation enough, I ...
3
votes
2answers
478 views

Rendering 3D out of layers - optimizing fillrate?

I'm rendering a city of several million cuboids that are all axis-aligned, touching each other and same-sized. They only differ in height. Rendering them as real geometry is vertex-bound and too ...
2
votes
2answers
2k views

How do I draw 2D textures with Direct3D 11.1?

I'm running into trouble trying to figure out the best way to draw textures to the screen using Directx 11.1 (for Metro apps). In XNA, I used SpriteBatch. Is there something partially comperable? In ...
2
votes
1answer
423 views

Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?

Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...
0
votes
1answer
892 views

Will using OpenGL for rendering with SDL make my 2D game run smoother?

I've been working on a 2D game using SDL. I've noticed the objects look blurry and glitchy when they're moving, so I was thinking about using OpenGL to render the graphics. Would this help? What ...
4
votes
2answers
1k views

Rendering a lot of Models at once with XNA

In an hexgrid based game, I render all terrain tiles as a separate model, reusing the same texture objects on all similar tiles. The tiles is a pretty simple model. When the terrain is set to be at ...
1
vote
1answer
533 views

Abstracting entity caching in XNA

I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would ...
4
votes
1answer
674 views

isometric buildings

after switching to a third person view I was intrigued to make my new project isometric. Since I haven't really started yet this isn't much of a problem. Work so far was merely testing movement and ...
10
votes
3answers
428 views

Is showing a collision in slow motion computationally relaxing?

In a lot of racing games (Burnout Paradise, for example) when a collision is about to happen, the game play automatically switches to slow motion and carries on in slow sequence until after the ...
2
votes
1answer
745 views

How to save the 3D surface to bitmap in Flash 11 Stage3D

I have been using Stage3D to create some 3D app in Flash. One of the items on my list is the ability to take a screen shot. Flash makes it easy to grab the stage content, but I can't find a way to ...
3
votes
1answer
2k views

Why can't I write to my render targets?

Alright, been working on setting up my first deferred rendering attempt using a light prepass technique in Direct3D 11. Anywho, I've been having problems understanding and using render targets. Never ...
14
votes
3answers
2k views

How can I unit test rendering output?

I've been embracing Test-Driven Development (TDD) recently and it's had wonderful impacts on my development output and the resiliency of my codebase. I would like to extend this approach to some of ...
1
vote
1answer
292 views

How do I make light objects in XNA?

Here's my dilemma : I want to have light sources placeable by the player, in terms of lanterns. I know the best way to do this is to use pixel shaders, which I have done a lot of research and use ...
3
votes
4answers
510 views

When connecting a physics engine to another engine, should you do all your logic in the units used by the physics side or the rendering side

I'm currently intergrating pygame and pyBox2D, and am wondering which side is best to try to keep to in terms of game units of size. Box2D is Meters PyGame is Pixels At the moment I am thinking I ...
1
vote
2answers
706 views

Rendering (rasterization / ray tracing / others)

I'm completely new to this graphics and game development. I have read about Rendering (drawing a 3D graphic on a display 2D) and there are many ways of rendering, Rasterization, Ray tracing, ...
2
votes
1answer
389 views

What are some of the more commonly used projectile rendering techniques?

couldn't find a duplicate question (bit surprising to me) but anywho I'm starting to get near implementing the rendering of projectiles for my game. My question is what are some good techniques for ...
1
vote
3answers
369 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
899 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 ...
4
votes
1answer
392 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
1k 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?
-2
votes
2answers
1k 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
841 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 ...
-2
votes
2answers
684 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 ...
9
votes
1answer
7k 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 ...
15
votes
3answers
2k 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
833 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
821 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
841 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
971 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 ...
5
votes
2answers
778 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
7k 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
494 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
823 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 ...
3
votes
2answers
906 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 ...
50
votes
2answers
4k 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
452 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
806 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, ...