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
442 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
790 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
628 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
754 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
425 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
767 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
348 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
896 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
945 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
276 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
515 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
860 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
411 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
416 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 ...
7
votes
4answers
478 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
456 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
913 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
488 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
704 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
501 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
570 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
640 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 ...
10
votes
2answers
650 views

Good practices in screen states management? [duplicate]

I wonder what are the best ways to organize different screens in a game? I am thinking of it like this: Inheriting a base State class, and overriding update and render methods, to handle the current ...
1
vote
1answer
297 views

Materials when rendering geometry

When specifying the material (ambient/diffuse/specular) for use in lighting calculations, what level of detail is the material specified at? Per vertex, mesh, bone?
2
votes
1answer
625 views

Rendering skybox in first person shooter

I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. ...
4
votes
2answers
4k views

[Unity] Render an animated texture to a screen

I'm looking for a way to write a typed text on a texture, and then render it on a screen: in the game it's just the screen of a computer where a scientist is typing text on. The texture will be ...
1
vote
1answer
537 views

Mental Ray render loss in Maya?

The option in the rendering menu of Maya doesn't say "Mental Ray" anymore. Please help me to get it back, or even a better plugin for Maya game quality rendering.
6
votes
3answers
1k views

IDirect3DDevice9Ex and D3DPOOL_MANAGED?

So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag. But then it tells me 'ha ha ha! now you can't ...
5
votes
2answers
1k views

How can I render text above a mesh in DirectX 9?

I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
10
votes
4answers
10k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
-3
votes
2answers
183 views

having problems while rendering in Maya 2008 [closed]

I am having problems while rendering in Maya 2008. 1 frame is taking 1 hr. My 5 computers have config of : core i3 , 1 gb ATI radeon graphics card, 8 GB Ram. OS: win Xp pro 32 bit. I am giving ...
3
votes
1answer
838 views

problem with frustum AABB culling in DirectX

I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be ...
4
votes
2answers
2k views

Bitmap font rendering, UV generation and vertex placement [closed]

I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am ...
10
votes
2answers
17k views

How Do I Do Alpha Transparency Properly In XNA 4.0?

Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites ...
2
votes
1answer
341 views

What is the best way to render eletric wires (like in gta 4)?

From the top of my mind, I see 2 ways to do it : classic mesh. (but that's likely to be a lot of tris for little screenspace) bilboards (but the placements of the billboards may be tricky. still ...