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0

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.


3

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 :)


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I suppose mobiles do not have dedicated Graphics cards (they have integrated GPUs) , so they utilize the RAM available on the device. To measure, you can try to allocate memory for textures until you run out of memory in order find an approximate limit on the VRAM available.


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Technically, that's a gap, not an overlap. An overlap would not result in the background colour. So, two of the vertices that are supposed to be in an identical position, are not. If you can't combine the meshes, then make sure that the values are exactly the same (all bits equal). That means being very careful of what values you store in you vertex ...


-1

While the root of the problem seems to be graphic drivers (which you can easily check by downloading new drivers) it wont hurt to fix overlapping vertices, which would also keep your buffer sizes down. (I don't have any experience in DirectX but I do in OpenGL so I'll use OGL terminology) At some point during vertex generation before you store a generated ...


2

I don't think any of the other answers here will achieve the effect in Pokémon X/Y. I can't know exactly how it's done, but I figured out a way which seems like pretty much what they do in the game. In Pokémon X/Y, outlines are drawn both around the silhouette edges and on other non-silhouette edges (like where Raichu's ears meet his head in the following ...


1

First off, use this shader for your skybox: http://wiki.unity3d.com/index.php?title=SkyboxBlended The default Skybox shader won't allow you to transition between two skyboxes (eg. one for day, one for night). The "blended" value of this shader can be adjusted in code, so adjust it over and over a little bit every frame. Meanwhile, besides the skybox you ...


0

today I just crossed with the same need and I can point you towards some interesting resources. Basically the technique implies: 1) blending various textures of your skybox over time: that implies writing a shader that blend in and out different versions of your skybox at different daytimes/exposures. 2) maybe you also want to blend different Lightmaps to ...


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There are many points you can check: does it load (import) correctly in your Unity how many polygons how many textures how many bones how many draw calls does it incur in the engine. in forward mode / and deferred mode. is it manifold does it create seams while lightmapped previous point is linked to secondary UV set unwrapping quality. does it have a ...


2

Although you can use this type of equasions they are quite unhandy. These are derived from intigration where a fragment of time known as delta time or even dt limits to zero. They are most precise but usually unfit for physics engine due to the complexity of finding the time at which the object or projectile will collide. The complexity grows with more ...


1

For Android, Don't go over 2048x2048, as some devices do no support them (including nexus 10).


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The source post says it all. http://www.ogre3d.org/forums/viewtopic.php?f=5&t=41811 Blending in fake HDR is tough, because the frame buffer blend cannot cater for the exponent you're storing in the alpha channel Fake HDR, exponent, alpha channel. It only matters for a specific HDR format where, as mentioned above, .. "Fake" HDR, where the ...



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