5
votes
0answers
173 views

HLSL - Voxel texturing

I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++. To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
5
votes
0answers
201 views

How can I optimize a parallax effect consisting of multiple transparent layers?

I have a parallax effect in MonoGame consisting of multiple semi-transparent layers of textures. The effect is simple, but rendering multiple transparent layers on top of each other is rather slow. ...
4
votes
0answers
63 views

Slow uniform array

I'm trying to use an uniform array of matrices in my compute shader. However, it's really slow. I've narrowed it down to this lines of code: uniform mat4 someMatrixArray[64]; ... vec4 result = ...
3
votes
0answers
85 views

How do I load a model through AssimpNet into Monogame?

I am new to MonoGame and to 3d and I'm stuck on how to import a model. It seems the best way to import a mesh model and 3d animations in Monogame in Windows 8 is through AssimpNet. I can't find a ...
3
votes
0answers
106 views

How can I change the sprites in the NES Double Dragon ROM?

I have played a few NES ROMs where people have gone into them and changed the sprites. How did they do this? I'd like to do this for the Double Dragon ROM. How can I accomplish that?
3
votes
0answers
61 views

Problem building a color grading map

I am trying to build a default color grading map into a 1024x32 RenderTarget. Here is my shader code: VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; ...
3
votes
0answers
1k views

Poor performance in android when running APK, runs fine in browser

I have created a small game project in HTML5 using Phaser engine (tried both 1.1.5 and 1.1.6). Then to port it to mobile platform, used Phonegap/Cordova for Windows Phone 8, Android and iOS. In my ...
3
votes
0answers
88 views

LibGDX controllers: how to fix crashes in JRuby?

I'm using JRuby with LibGDX and it's been going quite swimmingly, save for a crash I experience every time I try to use the controllers extension. Here's a basic rundown: I've required all the ...
3
votes
0answers
91 views

PCF shadow shader math causing artifacts

For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving ...
3
votes
0answers
58 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
3
votes
0answers
124 views

Rasterization Rules and States

This thread directly concerns lightmap generation; however, indirectly, the rasterization of polygons by the GPU. I am currently generating lightmaps using a pixel shader. To the shader I send 3 ...
3
votes
0answers
404 views

AndEngine- OnAreaTouched

In my AndEngine-based game there are a few sprites on the scene. One sprite acts as a surface and the rest of them are placed on top of this surface. I want to take unique actions whenever any of the ...
3
votes
0answers
202 views

How do I generate a mipmap for a texture loaded from a stream?

I am loading a Texture2d from a stream: public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) { Texture2D texture; using (MemoryStream s = new MemoryStream()) ...
3
votes
0answers
87 views

Pyglet: text.Label().draw to FBO?

I just started OpenGL (PyopenGl) & Pyglet 3 weeks ago, and decided to read the Red Book. So sorry if my question shows my lack of comprehension... My question is: Is it possible to display/write ...
3
votes
0answers
213 views

How can I apply a “genie animation” to a CCSprite?

I am new to Cocos2D and following this tutorial. I want to animate a CCSprite with the genie effect that OS X uses for hiding windows to the dock and showing them again. Here's an example from an ...
3
votes
0answers
223 views

Is there a way to start (not) caching textures *now*?

Procedural textures with substance seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've attempted to modify ...
3
votes
0answers
290 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
449 views

How to achieve supersampling / anti-aliasing in pixel shaders?

I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: ...
3
votes
0answers
335 views

deferred rendering and gaussian blur - artifacts

I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this: Horizontal blur - fragment shader: #version 420 layout (location = 0) out vec4 outColor; in vec2 ...
3
votes
0answers
205 views

Letting the user draw a Polygon Body and Image

In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices ...
3
votes
0answers
257 views

How to achieve 'forward' movement (into the screen) using Cocos2D?

I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world ...
3
votes
0answers
116 views

How to use a mask texture with Kobold2D

I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it ...
3
votes
0answers
124 views

Converting obj data to CSS3D

I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D ...
3
votes
0answers
389 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 ...
3
votes
0answers
316 views

How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)

Does anyone know how to create a Texture feedback effect in Stage3D / AGAL? I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place! I'll share with ...
2
votes
0answers
34 views

How to create a custom installer for my game for PC/Linux/Macs?

How can I create a custom installer that has: A product key unlocking feature Customized head/side banner Or connection to a BMT Mirco payment processor so I can track if a product was activated and ...
2
votes
0answers
20 views

SDL_AddTimer + SDL_GL_MakeCurrent not working on Windows

I'm messing around with C++, OpenGL and SDL doing a game that should be able to run in Windows and Mac OS X. I have a problem that only happens on Windows. Let me describe the scenario. First I ...
2
votes
0answers
76 views

Can the Shuriken particle system create particles with random shapes and sizes?

I want to create differently sized (but small, relative to the characters) dust clouds for player movement that move away from the player and fade away by shrinking. This animated GIF from Samurai ...
2
votes
0answers
70 views

Libgdx - IsometricTiledMapRenderer and light shading

I am wondering if there is any way to simulate light shading in Libgdx using an IsometricTiledMapRenderer. Here is my code to draw an isometric map, it's able to be moved around with the mouse and ...
2
votes
0answers
53 views

Using sky for indirect lighting - should I remove the sun?

I'm attempting to achieve slightly more realistic ambient lighting in outdoor scenes using the sky cubemap. When rendering an object, I first calculate the direct lighting contribution using ...
2
votes
0answers
68 views

Multiple weapons for android game

I am trying to make a 3D game for android using the Rajawali engine to render the 3D graphics and blender for designing my models(exporting as .md2), and I want my character to be able to change ...
2
votes
0answers
84 views

Improving effect performance in XNA

I'm making a 2D, top-down platformer, in which four or five layers are rendered each time the game draws. Everything is fairly performant except for the bottom layer, which is the game map. This is ...
2
votes
0answers
60 views

Unity3D — WAV plays an octave too low on Android

I have generated a synthetic 'concert pitch A' tone from sinewaves. It plays properly on OS X player, and on my Android device. Now I record myself singing a 'concert pitch A' into the microphone as ...
2
votes
0answers
142 views

Controlled rotation on 3D object with mouse movement

I've a scene with a cube that I can rotate around yaw, pitch and roll. I do this by click the circles and drag the mouse on x/y-axis. I want similar functionality as the Unity rotation tool in editor ...
2
votes
0answers
54 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
2
votes
0answers
84 views

Quaternion - rotating rigidBody to particular angle over time

Using Bullet Physics. There's a rigid body that is rotated. For some delta-time I need to rotate that body to have rotation of (0, y, 0) - keep the old y value rotation but reset x and z. The ...
2
votes
0answers
50 views

How can I switch between texture atlases based on the iOS version?

How can I switch between atlases (with different resolutions) in Unity based on the runtime iOS version?
2
votes
0answers
81 views

Using Behavior Trees and Events together

I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some ...
2
votes
0answers
56 views

How to set “near” value properly?

Usually, the camera's near value is set to sth like 0.1f. However, this (assuming 1.0f = 1 metre) makes everything that's closer than 10 cm from the camera invisible. On the other hand, when working ...
2
votes
0answers
102 views

Adding touch/click event to a bitmap in android

In my android game, there is a surfaceview which has 36 bitmaps drawn on it. I want to change the bitmaps when they are touched. Is there a way implement touch or click event to the bitmaps ? Adding ...
2
votes
0answers
79 views

How to impale and stack targets correctly according to the collider and its coordinate?

I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a ...
2
votes
0answers
24 views

Xna 4 Model Rotation with inertia not working as expected with variable updates

I am trying to rotate a model with inertia damping with the keyboard. The code works great with a fixed time step but it doesn't behave the same with a variable update frequency. Update method: ...
2
votes
0answers
169 views

Light Propagation Volumes: Anisotropic filtering of volume data

I've implemented the Cascaded Light Propagation Volumes algorithm (no indirect shadowing yet) for real-time diffuse global illumination detailed here and here. It works fine but I'm still trying to ...
2
votes
0answers
104 views

OpenGL transparent framebuffer texture

I'm trying to implement atmospheric glow like this. It was a huge pain to get it done, since I'm new to FBO and OpenGL, but I managed to do something similar to what the OP wanted. I followed his ...
2
votes
0answers
143 views

GLFW3 multiple windows

I'm trying to use GLFW3 to develop VJing application. So basic idea is use two windows: 1st window for fullscreen projection on secondary monitor (basically projector) 2nd window for (hopefully) ...
2
votes
0answers
365 views

Unity 4 mecanim; 'Quaternion to Matrix conversion failed, input quaternion is invalid'

I'm trying to animate a stick figure in Unity, with placeholder animations. Character is built/animated in Blender, exported to FBX. When imported to Unity, everything appears correct in the editor. ...
2
votes
0answers
175 views

Blank texture in Frame Buffer Object in Deferred Rendering

I'm running the tutorial 35 from olgdev.atspace.co.uk, and it's so strange that the result is a blank screen. This tutorial is performing the first step of Deferred Shading, which means decoupling of ...
2
votes
0answers
224 views

Ashikhmin-Shirley model implementation: ugly result

I am trying to implement the Ashikhmin-Shirley model using these formulas: This is the GLSL 1.2 fragment shader code: uniform vec4 materialAmbient, materialDiffuse, materialSpecular; uniform ...
2
votes
0answers
73 views

Framebuffer Heightmap Performance Problems

I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...
2
votes
0answers
617 views

Arcball 3D camera

I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up ...

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