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The sponza model from crytek loads bump map from an .mtl file where I found the "bump" map for the flooring.. map_bump textures\spnza_bricks_a_diff.tga bump textures\spnza_bricks_a_diff.tga If you take a look at these textures, they are clearly not normal / bump maps, and as the image name suggests; they are diffuse textures. If you swap the two names ...


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If the triangle strips, while being disconnected, are all sharing the same material (shaders, textures, shader constants) then you can join them together with a degenerate triangle. Since degenerate triangles have zero area they should not show up. The only case they would is if you are drawing wireframe. You make a degenerate triangle by defining the two ...


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My recommendation would be to approximate the surface with 2d wave simulation. That is, you have a plane and each point has a height property defined by the neighboring points and the wave equation. A google search for 2d wave dynamics algorithm gives a lot of papers and applets, so you can go crazy on that. Getting that information to a 3d model is as ...


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for (int i = 0; i < wallList.size(); i++) { Wall wall = wallList.get(i); wall.update(); if (wall.getX() < -1 * wall.getImageWidth()) { wallList.remove(i); } } If you remove a wall then the next wall at index i but you skip it. Decrement i after the remove or use an iterator based loop: for ...


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Pros Higher resolution should give the player more visual information about the game world. Everything will be clearer and more sharply defined. This should confer an advantage in overall situational awareness, which in an FPS is important. There should be no effect on game state as the game engine does not compute the position of objects and actors based ...


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The resolution should not affect computation of simulation logic such as "where your bullet hit." Any reasonable game will divorce such simulation data from the final render resolution of the screen. That means the main thing you're talking about with respect to resolution is what the player sees. If all other things are equal, then a lower resolution ...


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AFAIK standard procedure is to have resources stored in a map-like structure with strings as keys, since it's extensible as you've seen. However, for the core game elements (especially the performance-critical ones), the resources will be explicitly linked instead of involving a key-lookup, thus skipping the lookup overhead. For example, you might have a ...


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This is simply the result of nearest pixel centre scaling, the simplest, fastest, and most horrible form of image scaling. For this image to be scaled in an acceptable fashion you need two features enabled. You need the texture to have a mipmap, otherwise it is impossible to get good results from heavy downscaling, to get a mipmap all you need to do is tell ...


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If you let your library scale down the textures and drop the originals from memory then you will not have any problems with memory consumption. Your load times will however increase drastically, along with the download size and storage space needed for your game. If you are going to ship on phones then you should definitely scale your textures lower than ...


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I've never used libGDX but textures Cost a lot of memory in general. Which isn't a big deal on PC but you have to watch out with mobile devices which have limited resources. Let's say you have a device with 256MB of memory, you have 10 textures in your scene and each texture is about 8MB (assuming we're using 2048x2048 32-bit png). Thats using about 30% of ...


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Looks to me like any anti-aliasing you see in photoshop after (supposedly) rasterising, is not being applied to the final image , either in general or more specifically when rendered in your program. You may want to check the resultant image in your operating system's image viewer to be very certain that you are not in fact getting the expected result. If ...


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Your question title explicitly states "thousand of quads". That is really not a lot of geometry. I would have to say that unless you expect millions, or are targeting mobile, I suggest going with simple batching to reduce draw calls. It is easiest to implement and should do the job admirably. If you really do need more geometry, read on... Since Monogame ...


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It seems that my bug report on Github has been responded to. If this is being read before the next official version is released, this fix will most likely contained in the development branch of the repository on Github. All that you have to do is pull down the repo and dependencies from Github and then build Monogame using Protobuild (this requires Mono to ...



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