17
votes
0answers
328 views
My game seems to be incompatible with recording software. What could be causing this?
I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at ...
16
votes
0answers
549 views
Atmospheric scattering sky from space artifacts
I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a ...
7
votes
0answers
233 views
Which is the best LOD method for planet rendering?
I'm currently working on my thesis, it is an engine to render terrains of planetary size.
I'm still finishing my research and I have encountered a lot of stuff about this subject, the problem is that ...
7
votes
0answers
168 views
Path Finding for an Arena based map in 3D using NavMesh
I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game.
The moveable areas are marked using a Navigation Mesh made by the Arena designer.
...
7
votes
0answers
117 views
How to extend the btCollisionAlgorithm class in order to enable collision response with a terrain map created from voxels
I am using Bullet, and am attempting to make a collision algorithm that generates contact points off of a voxel (cube) based terrain, and creates the appropriate collision response. I also plan to ...
6
votes
0answers
213 views
Optimizing performance of a heavy fragment shader
I need help optimizing the following set of shaders:
Vertex:
precision mediump float;
uniform vec2 rubyTextureSize;
attribute vec4 vPosition;
attribute vec2 a_TexCoordinate;
varying vec2 tc;
...
6
votes
0answers
807 views
Why does XNA's ContentManager follow generic type parameters for serialization purposes?
I've finally gotten to the bottom of a problem and am wondering what my best recourse is. In short, the problem is that XNA's ReflectiveReader reflects into generic type parameters, even if no ...
5
votes
0answers
116 views
UDK or Unity Dynamic Runtime Mesh Boolean subtraction (or alternative)
I'm new to 3D game dev and was wondering if anyone could help me out.
I'm planning to use UDK and would like to have deformable items in the world.
So a projectile strikes a target, and a dent or ...
4
votes
0answers
85 views
How can I achieve smooth shading / glow from one tile to another?
I've been working on a tile-based game in which some areas may be lit (currently seen), some may be black (never seen) and some may be dark (previously seen, but not currently seen).
Looking at the ...
4
votes
0answers
224 views
Producing a smooth mesh from density cloud and marching cubes
Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like ...
4
votes
0answers
99 views
Should the networking of my game be a component or a service?
I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that ...
4
votes
0answers
185 views
Structuring server-side networking with entity-component systems
I've been working on an online game, and recently have been working on converting the base of the game to use the Artemis Entity System Framework. I'm having a bit of difficulty conceptualizing ...
4
votes
0answers
109 views
Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?
I am interested in using utilising third-party libraries in Unity Free.
I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within ...
4
votes
0answers
123 views
Premultiplied Alpha And Alpha Testing
I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values.
Is there an easy/standard way to have it ...
4
votes
0answers
173 views
How to support all iOS device screen sizes / resolutions in my game
I made this game. Right now the game supports all iOS devices except iPhone 5.
The definition of each level of the game is kept in a plist. The creation of each level is done through a graphical ...
4
votes
0answers
228 views
FlashPunk + Flashdevelop - How to use sponsor provided preloader
I have developed a flash game using FlashPunk (on FlashDevelop). And now that I am trying to add a sponsor preloader and splashscreen to my game, I realize the flashpunk forums are down, and have been ...
4
votes
0answers
270 views
Isometric - precise screen coordinates to isometric
I'm trying to translate mouse coords to precise isometric coords (I can already find the tile the mouse is over, but I want it to be more precise). I've tried several different methods but I seem to ...
4
votes
0answers
359 views
Bullet Physics implementing custom MotionState class
I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion ...
4
votes
0answers
241 views
How to generate portal zones?
I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly.
Is there any way my editor ...
4
votes
0answers
259 views
Weird problem with advect program in fluid simulator
I implemented 2d fluid simulator. Solver runs entirely on GPU. All works fine... on my work PC. But on home PC I have some awful glitches, and I can`t understand how to fix them. Empirically I ...
4
votes
0answers
522 views
Raycasting problem
I have a problem with my raycasting. I have 8 cubes, that define the first level of an octree (Eg. they create bigger cube).
I need to raycast them and "render" each cube. If I have only one cube, ...
4
votes
0answers
263 views
Animate part of .3ds object using lib3ds library
I am having trouble playing an animation of a .3ds object using lib3ds.
I am able to load the .3ds model with lib3ds. But I can't find a way to play the (walk) animation.
How do we do this using ...
3
votes
0answers
134 views
What constitutes satire?
For business reasons, I would like to know what constitutes satire in a game.
Also, is there a better place to ask questions like this on the business side of game development?
3
votes
0answers
54 views
2.5d with box2d - approaches from the top and bottom
So, I'm using box2d for my 2.5d game (think double dragon, tmnt arcade, castle crashers) where you can move around on the z-axis (faked as y-axis movement). Basically, I have box2d only doing ...
3
votes
0answers
68 views
Unity3d High level literature
Is there any high level literature for mid professional programmers for Unity?
There are a lot of tutorials for beginners, but I can't find anything about main API, pipeline or engine architecture. ...
3
votes
0answers
54 views
Gamepad support for OSX
What is the most common method for providing gamepad support in an OS X game? I've been using an IOHIDLIB wrapper named DDHIDLib https://github.com/Daij-Djan/DDHidLib and it seems to be working but I ...
3
votes
0answers
23 views
UDK: Checking actor type in projectile ProcessTouch
So, to be brief, I'm trying to teleport a pawn when it's struck by a projectile (or damaged by any weapon in my game.)
Right now, I'm trying to just call Pawn.SetLocation in the projectile's ...
3
votes
0answers
62 views
Multipass shaders and switching between passes
As mentioned here Effects should be avoided in DX11. If I understand correctly, that includes techniques and passes defined in *.FX files. So when doing a multipass shader (like the always-mentioned ...
3
votes
0answers
99 views
OpenGL: Filtering/antialising textures in a 2D game
I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those.
I'm finding lots of material about antialiasing in 3D ...
3
votes
0answers
72 views
Custom sampling points for anti-aliasing
I'm trying to write an anti-aliasing shader in HLSL, but I can't find any way to rasterize at a custom point. (in between pixels on the screen, but not orderly like supersampling)
Is there any way to ...
3
votes
0answers
101 views
Dynamic “Light Level” System based on alpha levels
My team and I have been working on a game in Java using the Slick2D engine and there are a few things I have questions on. As of right now, the code that I've written basically takes a cosine function ...
3
votes
0answers
82 views
Simple movement restrictions to semi-realistically model human movement in top down 2D game?
I am writing a sports simulation game in which the simulated players will interact physically with each other (i.e. tackle, push, bump...) as well as do individual actions such as changing direction ...
3
votes
0answers
126 views
Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game?
First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game.
The legality part ...
3
votes
0answers
76 views
DirectX9 thread lock problem with “present” and background loading new textures
Given:
Selfmade 3D engine based on DirectX9 written in C++
Task:
While render loop runs load additional textures in a background thread
Current Implementation:
- Create device with ...
3
votes
0answers
105 views
Combining Effects
To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
3
votes
0answers
48 views
XNA Transparency depending on drawing order?
I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at ...
3
votes
0answers
69 views
Rotate an image and get back to its original position - opengles glkit
I need to rotate an image in opengles GLkit and get it back to its original position in GLkit.
rotation += 5;
_modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, ...
3
votes
0answers
109 views
Is there a logic game engine to be used in OS game?
Ludocore is a paper where a research on a logic game engine is presented.
For game I cooperate on -- Opendungeons -- it would seem fine to have separate abstract layer of code which would deal only ...
3
votes
0answers
256 views
XNA Borderless Window Causing Lag
One of the things I wanted to be sure to do was allow people to play my game at different resolutions and be able to switch between fullscreen, windowed, and borderless. Borderless is a big one for a ...
3
votes
0answers
99 views
How does pixel shading work for ambient occlusion volumes?
I'm trying to understand the ambient occlusion technique described here, but I've trouble comprehending what exactly is the pixel shader doing.
Is the pixel shader invoked on points that belong to ...
3
votes
0answers
188 views
Changing Ogre3D terrain lighting in real time
I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that ...
3
votes
0answers
112 views
Point cloud to CAD model
Point clouds can be obtained from a physical camera using phase shift algorithm. These may be 3-4 separate point clouds. My job is to combine those point clouds (register, filter) using signal ...
3
votes
0answers
195 views
Suitability of ground fog using layered alpha quads?
A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
3
votes
0answers
544 views
Unity: how to apply programmatical changes to the Terrain SplatPrototype?
I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field).
The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...
3
votes
0answers
211 views
3DSMax Converting Bones to Biped
I've purchased a rigged 3D model from Turbosquid. Unfortunately the model has been rigged using standard bones instead of Biped. Is the any solution for automatically converting the skinning from ...
3
votes
0answers
160 views
Application using JOGL stays in Limbo when closing
I'm writing a game using Java and OpenGL using the JOGL bindings. I noticed that my game doesn't terminate properly when closing the window even though I've set the closing operation of the JFrame to ...
3
votes
0answers
144 views
Why might a Projectile hitting a KActor only call HitWall, and not ProcessTouch?
I have a Projectile subclass that seems to work fine. It travels, does Explode(), etc. But when it hits one of our KActors, I get a HitWall event, but not a ProcessTouch event.
So my question is, why ...
3
votes
0answers
432 views
Deep Cloning C++ class that inherits CCNode in Cocos2dx
I'm stuck with something in Cocos2dx ...
When i copy my class that inherits CCNode, i get a shallow copy of my class but the base type seem to still point to the original node address. We dont seem ...
3
votes
0answers
641 views
GLSL pack floats into an RGBA texture
I want to compose conventional triangle-based models and particles with a ray-traced scene at a reasonable frame-rate.
webGL does not let you write the gl_FragDepth in the fragment shader. You ...
3
votes
0answers
249 views
How to reproduce the 3ds Max Gradient Ramp effect?
The material definition of a mesh is composed of these three components: Self-Illumunation, Refletcion and Refraction. Each of these components has a Gradient Ramp as a map and the mapping mode is set ...