1
vote
0answers
54 views

Box2D—how make character tilt

I have got a floating character, which should be a robot like thing, floating over the ground, whereby I am using the »hovercar« effect described here. Zhe Image below outlines the basic setup of the ...
1
vote
0answers
213 views

shader program vs spritebatch

I try to draw mesh with my own shaderProgram private static String vertexShader = "attribute vec4 a_position; \n" + "attribute vec4 a_color;\n" + "attribute vec2 ...
1
vote
0answers
77 views

3D Camera Y-Axis wrong angle

I am trying to build a camera class, though I am running into a problem. When I move the camera above/below, and try to move towards the ground, I am moved off in what seems to be about 45 degrees in ...
1
vote
0answers
49 views

Why am I getting the wrong color with alpha blend enabled?

I can't understand the result about drawing a line. I've set source and destination blending to D3DBLEND_SRCCOLOR, but I get a black starting color from my source. What's wrong? ...
1
vote
0answers
156 views

opengl volumetric billboard implementation: general idea + geometry shader

A while ago I decided to implement the volumetric billboards technique in my university project (C++ & OpenGL 4.3). I passed the subject but failed to implement the mentioned technique. I'd like ...
1
vote
0answers
39 views

Maintaining relative location of objects across different screen resolutions

I'm developing a very simple interactive HTML5 game, in which I need to show a room having multiple objects like cupboard, table, fan etc. How can I bind all of the objects together, so that they ...
1
vote
0answers
51 views

How do you calculate the rate of rotation using the accelerometer values in Android for a particular axis?

I am developing a simple game which involves a character moving up and down only along the Y axis. Currently I am using the accelerometer readings to change the Y velocity of the character. The game ...
1
vote
0answers
154 views

Android and OpenGL, single thread vs double thread

I'm trying to optimize my Android OpenGL ES 2.0 application, and I find myself being CPU bound. After googling, I've found this, which suggest to use a thread for updating objects, and a thread for ...
1
vote
0answers
70 views

Cannot distinguish depth in an isometric cube

I am having a problem with distinguishing different depths in my new 'game.' It is a game similar to Minecraft, only it is rendering in isometric format. The problem is, I cannot think of a way to ...
1
vote
0answers
195 views

How can I transform a group of objects in libGDX?

I'm new in LibGDX. I created group with actors in show method and add listener (where i calculate rotation matrix) and want to rotate all actors from group with ...
1
vote
0answers
405 views

Unity 2D loading Spritesheet Atlas at runtime from web and using it dynamically

I am new to Unity (came from AS3/Starling) and just started for 2D games in Unity. I have a spritesheet / texture-atlas (many different sized images packed in a single png) which I want to download at ...
1
vote
0answers
95 views

2D Collision Resolution getting stuck on walls

I've been writing this collision detection system using a tutorial from an article I read and I just cannot for the life of me get it to function 100% correctly. Here's the code for starters: ...
1
vote
0answers
72 views

Rotating SpriteBatch clockwise

I have developed a 2D game that looks great on the Android. Now I want to make it cross-platform. For this I need to literally rotate everything when it is on desktop. I tried to do that by rotating ...
1
vote
0answers
169 views

LibGDX - Box2D: Realistic Light and Layers

I'm having some problems with my current game. Short description: It's a 2D game where you have to avoid the lights or you lose HP. My problem is the following one: Here is the rendering process: ...
1
vote
0answers
181 views

How do I implement a “sliding out of / into” effect on a settings menu similar to that in Angry Birds?

I'm trying to implement a settings menu component similar to that in Angry Birds - a button control that makes an options menu slide out of it and back into it when clicked on. I use scene2d.ui to ...
1
vote
0answers
57 views

Texture visualization problem on camera movement (xna)

I'm trying to move a camera over a model that is used as the floor of the game. When I move the camera, the texture of the model is not showing correctly (video of the problem: ...
1
vote
0answers
136 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
1
vote
0answers
164 views

How do i define array in shader's constant buffer with C#?

I am using SharpDX to render 3D graphics and i cannot get to work constant buffer in my shader since it contains an array. Currently it looks like this: cbuffer cb0 : register(b0) { matrix ...
1
vote
0answers
31 views

DX11 ID3DX11FFT as post

I'm trying to implement bloom using FFT during post processing. But I have no experience with compute shaders and so far. DX11 has the ID3DX11FFT interface, which encapsulates compute shaders under ...
1
vote
0answers
61 views

how to project a collision between a pair of polygons under rotation?

I am trying to create a physically plausible 2d physics engine. I have read many documents about detection of collisions, contact resolving, interpenetrations, projection, separating axis theorem ...
1
vote
0answers
79 views

Speeding up point-in-polygon for Python

In researching collision detection methods for non-Rect-like objects I came across point-in-polygon -- specifically, the even-odd rule. The one presently on Wikipedia claims it is written in Python, ...
1
vote
0answers
136 views

How can I combine my scrolling effect with the vertex lit shader?

I want my shader to work in both Forward and VertexLit rendering modes. I'd written a texture scrolling shader, but I also want to consider lighting which is produced by Vertex lit shader. I can't add ...
1
vote
0answers
215 views

Normal mapping does not work correctly using GLSL and OpenGL

Hello I wrote a simple OpenGl program using GLSL to render a simple uv mapped plane using the normal mapping technics. Here's the display with a simple phong shading (without normal mapping) : Now ...
1
vote
0answers
30 views

Multisampling Gamma Correction Problem

I have multisampled rendertarget where I use red channel as stencil data, but the problem is I get incorrect results around borders if "Antialiasing - Gamma Correction" is set to on in Nvidia Control ...
1
vote
0answers
162 views

Spin wheel with gesture in Andengine

I want to implement Fortune wheel in Andengine. The wheel would start spinning based on the speed of a finger fling. Then it would stop slowly like real Fortune wheel. What I am able to do now is to ...
1
vote
0answers
116 views

How should matrix-based Parallax Scrolling work?

The question is at the end, as it requires a bit of context. I'm not sure if my understanding, my code, or LibGDX's ParallaxCamera is wrong. LibGDX's ParallaxCamera uses Matrix4s to achieve a ...
1
vote
0answers
165 views

Unity : shader that uses mesh.uv to tile texture atlas and mesh.uv2 to tile light atlas

I'm using a texture atlas and a light atlas to tile a mesh. I have the texture atlas working fine. I can apply textures and create a sort of tile map on my coded mesh. At the moment I'm using the ...
1
vote
0answers
135 views

iOS OpenGLES - Multithread Game loop - Render and Update

I am trying to implementing multi-threaded game loop in iOS. (Actaully, two thread - Render and Update) This is my structure. Update Loop Has logic and at the end of loop, save update state. ...
1
vote
0answers
51 views

Building a guided tracing scene

I'm trying to figure out an approach to creating a cocos2d scene that would help kiddos learn to draw letters of the alphabet. Right now I am just using Apple’s PaintView demo code and applying an ...
1
vote
0answers
67 views

Parented hitboxes with attributes in .FBX

Here's a visual description. In Maya, I want to: have boxes parented to my model have these boxs scale/translate/rotate with respect to each limb. have them to carry attribute data that describes ...
1
vote
0answers
40 views

Box2D setGravity() in Andengine?

Im currently using the Andengine GLES20 branch. I know that the new Box2D method setGravity() isn't implemented yet. Has anyone managed yet to get it to work with Andengine or to write a method ...
1
vote
0answers
114 views

Shadow maps, reducing “shimmering”

I'm doing shadow maps, and my shadows move around, "shimmer", when I move around the camera. It is difficult to spot on still images but very much noticable in motion. I read an MSDN article ...
1
vote
0answers
190 views

Shadow mapping implementation not working?

I am trying to implement Shadow Mapping in my program using Java/LWJGL/OpenGL/GLSL, but I cannot get it to work properly. Let's start off with a screenshot first, then the relevant code and lastly ...
1
vote
0answers
45 views

Loading source controlled MonoDevelop project leaves out some folders

I have recently started using version control in MonoDevelop and have discovered that if I include a folder containing for example Scenes that they will be included when I push changes to master. My ...
1
vote
0answers
737 views

How can I make caves with Unity's terrain creator?

With Unity's terrain creator, I can't simply make a "hole" on the mesh. I don't know how I would make cave-like structures other than using "rock" meshes for the roof (wich will indeed look weird) ...
1
vote
0answers
180 views

Consequences of running a Unity APK on Intel processor driven Android devices?

As more Android device manufacturers will be implementing Intel processors in the future, this question might be interesting for everyone who wants their Unity games to run on these devices. I ...
1
vote
0answers
111 views

LibGDX polygon caching

I am developing an Android game using LibGDX and I have big world map made of polygons. I use PolygonSprite and PolygonSpriteBatch, when I render map, I get 30-35fps and it feels laggy. I wonder if ...
1
vote
0answers
71 views

FreeGLUT keyboard IO timing and synchronization

Using FreeGLut's keyboard callbacks, glutKeyboardFunc(); glutKeyboardUpFunc(); glutSpecialFunc(); glutSpecialUpFunc(); When in the glutMainLoop pipeline do these functions get called? In other ...
1
vote
0answers
82 views

How to keep two objects in the same zone when they collide?

I made a zone, cylinder with zero height. When one sphere moves to that zone it is fine but if another one moves to same zone will show just one sphere. I tried to add rigid body for each sphere but ...
1
vote
0answers
132 views

Implementing Dead Reckoning in a Winsock server

I'm having a little difficulty understanding how I implement Dead Reckoning in my Server-Client Winsock game. I've been looking on the internet for a decent explanation that explains exactly: When ...
1
vote
0answers
93 views

Determine required camera pitch/yaw change based on mouse movement and roll?

I'm sure this is going to be a pretty simple answer but I can't quite figure it out on my own. Each frame, I'm getting the mouse's distance from the center of the screen (left/up is positive) and ...
1
vote
0answers
123 views

Positions are the same but appear in different locations

I have a procedurally generated tile that is a part of a turn-based hex tile game. When I try to have the tile instantiate a prefab that is the placeholder for a unit, I used the tile's ...
1
vote
0answers
147 views

Xna GraphicsDevice.IsFullScreen causes strange resolution stretching artifacts

Sorry for the non-descriptive title. So I've been trying to implement fullscreen mode into my xna-game, and I've hit a couple of roadblocks. My basic code setup for this functionality is the ...
1
vote
0answers
162 views

What is safe to do with the graphics device on a different thread in MonoGame and how to detect physical limitations of the memory?

I'm working on a UI system that does it's processing on a separate thread. However, the results of this processing must end up on the GPU eventually. A simplified overview of the system boils down to ...
1
vote
0answers
46 views

Sampler object not changing texture filter

I am currently binding a sampler object to a texture (GL_TEXTURE12 to be specific) with glBindSampler(12, sampler); and the initial settings are very visible compared to the textures own settings. ...
1
vote
0answers
90 views

Can't understand the Schlick model formula

I'm trying to implement the Schlick shading model in the fragment shader. I took the formulas from Karsten Schwenk's "a survey of shading models for real-time rendering": First of all I don't ...
1
vote
0answers
89 views

SpriteFont not found in Nuclex Framework

I am using MonoGame to port my XNA Windows Phone app to iPhone. All is well except that my fonts look distorted/smudged on the iPhone. Turns out this is due to the way that MonoGame builds the ...
1
vote
0answers
82 views

Texture not visible on particles

This is the first time I am working with particles (GL_POINTS) I am using kinematic equations and controlling their movement in vertex shader. I am following an example given in OpenGL 4.0 Cookbook ...
1
vote
0answers
140 views

Exposing a property to Unity editor that should be a path to an asset

I want to be able to do something like this: public FileInfo XmlBehaviourFile; And then use the asset browser in the Unity editor to select an asset. (Ideally, I would like to limit it to XML ...
1
vote
0answers
45 views

after calculating normals texture is full of black triangles

After I added normal calculation to my project - the surface of landscape became full of black triangles and even have a deformity on one side. Here I calculate normals int x, y; int Index = 0; ...

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