15
votes
0answers
479 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 ...
10
votes
0answers
221 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 ...
9
votes
0answers
268 views

How do I blend 2 lightmaps for day/night cycle in Unity?

Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers ...
7
votes
0answers
103 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 ...
6
votes
0answers
153 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. ...
6
votes
0answers
118 views

How do I get the compression on specific dynamic body

Sorry, I could not find any tag that would suit my question. Let me first show you the image and then write what I want to do: I'm using box2D. As you can see there are three dynamic bodies ...
6
votes
0answers
104 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 ...
5
votes
0answers
112 views

How can I prevent a buggy old version of my game from posting scores to the Gamecenter Leaderboards?

I found that an older version of my game has a bug that causes some crazy scores to be posted to the leaderboard. I can delete these scores by editing the acceptable range in iTunesConnect and my ...
5
votes
0answers
770 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 ...
4
votes
0answers
152 views
+50

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; ...
4
votes
0answers
83 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
156 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
86 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
163 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
96 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
113 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
144 views

How to support all iOS devices 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
217 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
249 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
344 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
228 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
256 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
516 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
262 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
41 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
47 views

Is it possible to get the colliding sides using the separating axis theorem?

The title says it all, is it even possible to get the colliding sides? I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
3
votes
0answers
16 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
54 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
80 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
66 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
94 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
74 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
71 views

Creating Animal Crossing style world rendering with Python

I've dabbled a bit with writing 3D rendering code in the past, although I'm interested in knowing if there is existing code (libraries) written for/with bindings to Python that might facilitate the ...
3
votes
0answers
112 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
63 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
99 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
46 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
63 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
106 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
246 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
175 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
109 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
191 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
471 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
209 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
158 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
138 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
381 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
581 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
240 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 ...

15 30 50 per page
1 2 3 4 5 26