1
vote
0answers
224 views

How can I use custom shaders in Monogame?

I wrote a shader in XNA and I want to use it in a Monogame Windows Phone 8 project. I converted my Effect1.fx file to Effect1.mgfxo. But the program doesn't work correctly. The screen of my emulator ...
1
vote
0answers
82 views

How calculate a new node after cutting a node into an octree

I'm working on a small XNA game, voxel-based like minecraft. I've recently faced a problem in how to delete a node (cube) from an octree and re-calculate the new octree afterward. I have already ...
1
vote
0answers
51 views

Collision repositioning/resolution help

I've been having a trouble with moving objects out of the hitboxes they've just collided with. Here is my (relevant) code so far: Vector2 oposo = other.position; Vector2 poso = ...
1
vote
0answers
35 views

How do I detect image clicks in Dark GDK?

I am trying to determine if an image has been clicked, using the Dark GDK game engine. I've found no methods in the engine that do this. I would rather not brute force this with a large nested ...
1
vote
0answers
63 views

Storing rigid body collision shapes in local or world coordinates

I'm writing the beginnings of a lightweight 2d rigid body engine (in javascript, as a hobby project), and i'm debating whether to store collision shapes in local or in (updated as needed) world ...
1
vote
0answers
70 views

SpotLight in ForwardBase pass using forward rendering

Is there anyway I can force Unity to allow me using a custom shader to render spotlights in a ForwardBase pass (using Forward Rendering Path)? For what I could see since now: Unity use and ...
1
vote
0answers
475 views

Resize the Texture Region (parallax background) to fit my screen size in libgdx

I am using libgdx to make a running game. I am using vertical parallax background. I have successfully implemented parallax background many times. But for this game, I want my Texture region to fit my ...
1
vote
0answers
42 views

Grid patter appear over bloom when resolution is lower than 1366x768

The bloom post process in our engine is done via consecutive downscaling of the treshhold texture down to 1/64x1/64 of the main size. Every texture we use is R16G16B16A16 FP16. Afterwards, we ...
1
vote
0answers
60 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
81 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
185 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
40 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
59 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
193 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
77 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
296 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
587 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
99 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
226 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
194 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
60 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
187 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
241 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
174 views

How to create glowing line with andengine?

today I have played this game and still wondering about this effect: when I touch the target, some lines will appear (as those yellow lines in the image). How could I create this effect in andengine. ...
1
vote
0answers
37 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
87 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
208 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
32 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
152 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
218 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
160 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
53 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
68 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
50 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
118 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
242 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
117 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
80 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
99 views

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

I made a zone out of a cylinder with zero height. When one sphere moves to that zone it is fine but if another one moves to the same zone it only shows one sphere. I tried to add a rigid body for ...
1
vote
0answers
138 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
98 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
164 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
48 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
94 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
98 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
86 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
151 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
127 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
1
vote
0answers
88 views

Wrong UV mapping when using small textures and positions

I am using a really small texture (64x64) and when I use it as a UV map on my mesh, there are some incomplete lines from the color of the other side of the UV map rendered as well (in this case, ...
1
vote
0answers
45 views

GameCenter and multiple user's data on same device

I was wondering. Is there any official guidance from Apple suggesting how to deal with multiple GameCenter users data on the same device? My current plan is to create one file for each user and a ...

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