2
votes
0answers
566 views

Geometry Shader and Stream Output with Directx11

I am having trouble trying to send verticies generated in the Geometry Shader to Stream Output. What I am trying to accomplish is to generate verticies from the Geometry Shader and store them to a ...
2
votes
0answers
2k views

XNA Screen Manager problem with transitions

I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a ...
2
votes
0answers
336 views

Normal maps in 3dsMax - OgreMax - how to view associated tangent vectors?

Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very ...
2
votes
0answers
1k views

AndEngine Making Chase Camera Follow Player

I am playing around with the AndEngine Race Game example. I am trying to make the camera follow the car as the player moves around. The Tile Map is larger than the player's screen but the camera ...
2
votes
0answers
357 views

How can I export a model using the CAT bone system into XNA?

Has anyone successfully used the CAT bone system in 3ds Max and exported the file into XNA? If so, what was your method of doing so? There are a number of methods of doing this, apparently, but the ...
2
votes
0answers
361 views

Programmatically determine UVs by rotating a plane along X axis

I'm having a math brainfart while trying to solve what might be a simple problem. I've got a plane in 3d space (it's actually the face of a 10-sided die): Coordinates [x,y,z]: Point_top = [0,0,1] ...
2
votes
0answers
1k views

Interactively edit UV mapped, textured mesh in Cinema 4D without distorting texture?

I'm fairly new to Cinema and I'm building a rigged flat (2d) character out of illustrated pieces. I want the meshes to have an efficient number of polys but sufficient resolution where they'll bend ...
2
votes
0answers
414 views

Rotating camera changes directional light depth map, and changes PCSS penumbras

I am implementing PCSS and I am using a directional light. The directional light volume is clamped to the camera frustum (as is typical with directional lights). So when the camera rotates, the ...
1
vote
0answers
34 views

Implementing Galaga Style Enemy Behavior in Unity

I've been trying to work on a space shooter with the idea of having enemies behaving like it is shown in this video : https://www.youtube.com/watch?v=3p7u8uCR6yw In the video above, enemies fly from ...
1
vote
0answers
53 views

Is it reasonable to use a 2D texture as a lookup table in GLSL

I need a lookup table in a shader. The input values would be color values and the output other color values. Something like: uniform float lut[256]; color = vec3(lut[int(color.r*255.)], ...
1
vote
0answers
21 views

Implementing debug “overlay” info

This question is actually about GameEngine2D which is part of PSM SDK (for PlayStation Vita development), however as stated in documentation it's loosely based on cocos2d library. I hope that my ...
1
vote
0answers
31 views

How do I convert a Source engine NPC model to a player model?

The Source engine's NPC and player models differ: An NPC model applied to the player has no animations. It cannot walk and holds its arms out to the side by about a foot. The weapon is held in the ...
1
vote
0answers
10 views

Using xinput vibration with java

I need to use vibration for my java game, which is only available through xinput since I use xbox controllers. How can I achieve this with jna? I've never worked with dlls before so any help is ...
1
vote
0answers
18 views

Render on texture with alpha 0 for the background colour

Sorry if the question is stupid but I am very new to opengl. I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is ...
1
vote
0answers
54 views

How to use an A* Pathfinding System across uneven environments?

I am developing a game in Unity3D. I want an enemy character to follow the player around. The problem is, my surface is uneven and full of mountains. I am using aarongranberg's pathfinding project. ...
1
vote
0answers
33 views

How to make a text of several letters animate, only with an animation

I wonder if it is possible to create an animation in a text with a single "animation". The problem is that for me to reach the desired effect I need to create an animation for each letter, as each one ...
1
vote
0answers
42 views

libGdx Window .pack() not working

I'm trying to make a window, then use the pack method to get the right size, but the window maximizes instead. Here's my code: private Table buildOptionsWindowLayer() { winOptions = new ...
1
vote
0answers
40 views

Unity Animator State Freezing

I am really new with Unity, I am making a game, but I am having some problems with the animators, my problem is that I am trying to add some animations to my menu, and also add new characters to my ...
1
vote
0answers
89 views

How to implement efficient Fog of War?

I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the ...
1
vote
0answers
40 views

How can I dynamically load the correct sprite from a sprite sheet?

I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have ...
1
vote
0answers
26 views

Algorithms for positioning rectangles evenly spaced with unknown connecting lines

I'm new to game development, but I'm trying to figure out a good algorithm for positioning rectangles (of any width and height) in a given surface area, and connecting them with any variation of ...
1
vote
0answers
22 views

LibGDX: Why look BitmapFont pixelated on a scene2d.ui.Dialog?

When I use BitmapFonts directly on the stage table, the fonts looks normal (not pixelated). But when I use the same BitmapFont with the same size on a scene2d.ui.Dialog, the font looks pixelated. ...
1
vote
0answers
39 views

Multi Pass Blend

I am seeking the simplest working example of a two pass HLSL pixel shader. It can do anything really, but the main idea is to perform "ping ponging" to take the output of the first pass and then send ...
1
vote
0answers
41 views

Ease Rotate RigidBody2D toward arbitrary angle

I'm trying to make a rigidbody2D circle return to an orientation after a collision. But there is a weird behavior I do not expect - it always orients to the same direction. This is what I call in ...
1
vote
0answers
23 views

HLSL: An array of textures and sampler states

The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have ...
1
vote
0answers
63 views

OpenGL - Cascaded shadow mapping - Texture lookup

I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is ...
1
vote
0answers
36 views

Compute directional light frustum from view furstum points and light direction

I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
1
vote
0answers
26 views

XNA HLSL UV Mapping

I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part: ...
1
vote
0answers
77 views

Send Message: Object Not Found

I am trying to call a method within a Unity app from an Android activity by using UnityPlayer.UnitySendMessage. I am getting the error "SendMessage: (ObjectName) not found!". I've confirmed the ...
1
vote
0answers
74 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
1
vote
0answers
37 views

Pygame's sprite.collide_circle() missing several frames of head-on collision

I've spent hours trying to figure why my collision detection was so crappy, with sprites visibly ovellaping for several frames, when I noticed the culprit could be pygame's detection callback ...
1
vote
0answers
54 views

OpenGL seems to be getting its colour from the wrong array on some machines

I have a OpenSceneGraph application which displays a 2D mesh and allows the user to make selections on triangles and vertices and colour them. If you aren't familiar with OpenSceneGraph, it's basiclly ...
1
vote
0answers
86 views

Unity WheelJoint2D will not rotate when increasing motor speed

I have a wheel joint 2D attached to a game object in Unity: In its associated wheel script I am increasing the motor speed as described in the tutorial. public class Wheel : MonoBehaviour { ...
1
vote
0answers
42 views

How to change texture from pvr.ccz in Cocos2d?

I'm using .pvr.ccz file that texturePacker application created for me , I created a Sprite that it's image choosed from this file(.pvr.ccz) like below: CCSprite *mySprite = ...
1
vote
0answers
47 views

unity3d-Find angle between 3 vector3 points obtained from swipe

I was trying to find the angle between 3 vector3 points obtained from the screen swipe. The first vector3 point is the first touch position fp, the second is some intermediate touch ip and the third, ...
1
vote
0answers
53 views

Realtime local reflections of particle system

I'm finding my way around CryEngine 3 (through Steam) and want to create a simple effect where a fire on shore is reflected in a body of water. For testing purposes, I've made the water dead calm... ...
1
vote
0answers
30 views

How to tell if a fixture is being squeezed by two other fixtures in Box2D?

Let's say I had a ground fixture, a player box, and a kinematic block moving up and down. If the player stands under the block, weird things happen. I want to simply play an event where the player ...
1
vote
0answers
41 views

Why AnchorPoint doesn't affect `CCLayer` Positioning?

I think there is a different between CCLayer and CCNode behavior when I change their AnchorPoint. I will describe what I mean and please somebody explain it ? Scenario: I start with CCNode CCNode ...
1
vote
0answers
21 views

PhysX - Revolute joint around unit vector

I'm using a right-handed coordinate system with (0,0,-1) = forward, (1,0,0) = right and (0,1,0) = up. PhysX version is 3.3.0. I have a unit vector which represents the axis around which my actor is ...
1
vote
0answers
61 views

Particle Effects Start Glitching out

My particle effects have gone crazy look: In my game, bombs drop on castle and then explode For the first few second of my game the particle effects for the explosion works. The particle effects ...
1
vote
0answers
66 views

LibGdx Triangle Collision

I'm back with another question. I'm trying to get a collision between an actor and a sprite. With the actor, which only moves upwards and downwards, I've got no problem since it's shape is a ...
1
vote
0answers
70 views

OpenGL/GLM Camera

I want to make a camera that can freely look and walk on X/Z plane and rotate 360 degrees. I'm using OpenGL and the lookAt function from the GLM library to create the view matrix. I've looked through ...
1
vote
0answers
203 views

Get derived Pawn from collision actor in UE4

I am trying to build a basic RTS unit selection but any time I try to possess the target pawn it crashes. The pawn in the collision is a blueprint derived directly from APawn. Am I casting from the ...
1
vote
0answers
83 views

How to shade hair (line segments) correctly in GLSL

I render my hair geometry in line segments. The problem I have is with the correct shading of the hair. From what I've read I understood that I need the direction of the line segment and the ...
1
vote
0answers
64 views

How would I warp a mesh with code?

I recently asked a question about putting a camera at the head of a 3D human model here and it worked out rather well and whatnot, but there is still a problem that bothers me: How would I ...
1
vote
0answers
25 views

Scale aware adaptive camera zooming

I would like to implement an interactive zoom on a 3d object with mouse wheel.A naive approach is simple where you just scale camera marix Z poistion or modify FOV.But I would like the zoom scaling to ...
1
vote
0answers
31 views

Monogame render between constraints

I have, in MonoGame, a project for which I require the game to not use the full screen depending on the resolution. The game elements etc all behave as they should (So they bounce off for example ...
1
vote
0answers
25 views

LibGDX mesh silhouettes

How could I find out the silhouette edges of a mesh in libgdx? More specifically, how could I produce shadow volume geometry using the Mesh class of libgdx?
1
vote
0answers
46 views

Three.js camera turning leftside right

In Three.js I am trying to implement an orbiting camera can be rotated around the x and the y axis. I am using these two functions: function rotateX(rot) { var x = camera.position.x, ...
1
vote
0answers
41 views

Compute min/max position of tile in compute shader

I'm trying to implement tiled deferred lighting with OpenGL compute shaders. For that, I need to compute the minimum and maximum position of each tile. My first approach was to use atomicCounters ...

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