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4

Ok, given the wireframe view, it is clear that your problem is T-junctions. Remove them and the artifacts will go away. If you provide information on how you get/generate the meshes, you could get help on how to remove them as well :)


3

it's trivial, you can do it yourself. Assuming your sprites have alpha value 0 in unused areas, you can do the following (in pseudocode): pixels_out = pixels for y in pixels.height() for x in pixels.width() if pixels(x,y).alpha == 0, neighbour_in_sprite = false for y2 in [-1,0,1] for x2 in [-1,0,1] ...


1

It looks like you are first rendering the buffered image with bilinear interpolation and the result is later stretched with nearest neighbor filtering. It's hard to say without seeing the rest of the rendering code. When I copied your code and used it to fill the background of a JFrame, I got either large solid color quads or fully smooth image depending ...


1

Most likely it is antialiasing the image, in an attempt to avoid looking pixelated. If you have a Graphics2D called g2, then you can modify the settings: g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR); The abstract Graphics class does not have this method, but the Graphics object you have ...


1

What you want is a curvilinear perspective projection matrix to correct for the perspective projection distortion. aka barrel or pincushion projection: http://en.wikipedia.org/wiki/Curvilinear_perspective Basically, you distort the image with a projection that is the opposite of the distortion you don't want so it all comes out straight in the end. ...


1

Yes, there are many. Game design is just like any art form, and minimalism can be done extremely well. Here's one example that comes to mind: http://superhotgame.com/ They make use of contrast (red vs. white) and slow motion (glass/people shattering) to get their cool factor.


1

You need to think with Portals :-) Make the playing field large enough that a player can't see from one end to the other (e.g. using fog). That way, a player can never see two instances of the same opponent. Of course weapon ranges need to be limited appropriately as well. Then, when a player nears the edge of the playing field, just draw a second copy of ...



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