Tag Info

Hot answers tagged

36

4A Games, the developers of Metro: Last Light were receiving a lot of criticism for not having a FoV slider in their game. Community manager Maurice Tan defended their decision on the Steam forums as follows: The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible. In ...


12

Not having a FOV slider in your game due to budget or technical reasons is a non argument. FOV is just one parameter in the creation of the view-projection matrix. After you have a proper matrix all the other calculations will follow by themselves. To word it in another way, making the FOV changeable means that only one line of code needs to be changed (in ...


3

Using an existing scripting language like Lua may be overkill for your needs, but on the other hand it also actually solves your needs with a minimal amount of effort wasted reimplementing the wheel. I would reconsider its use. Especially as a scripting language of this type can come handy in plenty of other places. If you really just don't want to use ...


3

Most professional modelers have little expectation that the model in-game is going to look exactly like it does in Maya. The engineers have a very strong responsibility to provide tools for very quickly visualizing models using the game's rendering engine. This may be by allowing models to be re-loaded in game so there's no long shutdown/startup process to ...


2

OpenGL provides occlusion queries, described here. They are not exactly simple to use, but I believe they will do what you need. Basically, you create an occlusion query object, then "activate" it with glBeginQuery during the rendering that you want to analyze. After you are done drawing the geometry of interest, call glEndQuery and glGetQueryObject, ...


1

3D modeling software packages like Maya usually include a great variety of options for rendering. For instance, Maya itself includes several software and hardware-accelerated renderers, and 3rd party renderer plugins can be used. Different renderers have different features and support different effects, but for the most part, they're designed for ...


1

so surely the game engines needs the same render as Mayas to reproduce the effects created in Maya? They don't need to be the same, only the results need to be the same. Since you seem to think Maya's the reference, you can call what you see in Maya the expected result of a renderer rendering what is contained in the model. Break the renderer's stuff ...



Only top voted, non community-wiki answers of a minimum length are eligible