Unanswered Questions

5
votes
1answer
153 views

How do I import service references to Unity3D?

I'm attempting access a service reference in Unity. I need two: the SOAP framework and a separate service called ContentVault. The respective service URL's are: SOAP: ...
5
votes
1answer
250 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. ...
5
votes
2answers
658 views

atmospheric scattering and sky geometry

I'm trying to implement an atmospheric scattering in my graphics (game) engine based on the gpu gems article: link. An example implementation from that article uses a skydome. My scene is different - ...
5
votes
1answer
198 views

How to pass depth buffer from OGRE to CUDA?

I am using OGRE for rendering some objects. At every frame, I would like to pass the resulting depth buffer to CUDA for running some kernels on it and computing a result. How can I achieve this? How ...
5
votes
1answer
583 views

Should the networking of my game be a component or a service?

I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that ...
4
votes
0answers
83 views

Specular banding with high specular power

We're having some issues with our ray tracing in DirectX, especially with some serious banding issues with specular. With high specular power (above 8) banding starts. I'm wondering if this is an ...
4
votes
0answers
90 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 = ...
4
votes
2answers
220 views

Per-pixel displacement mapping GLSL

Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade ...
4
votes
0answers
93 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 ...
4
votes
2answers
78 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) ...
4
votes
2answers
378 views

Set a 2d camera's position so that a building is under the players feet

My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits ...
4
votes
1answer
124 views

Can SFML load anything other than RGBA8888? (RGBA4444, RGB565, etc.)

I have tried searching google, and there's next to nothing on there. I tried searching the SFML forums, but still have no luck. Am I missing it in the documentation somewhere obvious? Or does SFML ...
4
votes
2answers
248 views

How can I support the creation and rendering of both interior and exterior environments?

Say I already have a renderer that can support outdoor terrain and environment rendering. How would I go about adding support for interior environments (for example, like World of Warcraft's dungeons) ...
3
votes
3answers
157 views

Creating a seamless open world 2d game map

I'm creating an open world game similar to Pokemon. Should I load the full map, or divide it into chunks and load only the the nearby area? I don't want my user to get to a point where it will ...
3
votes
1answer
75 views

Merge corners of fractaly generated borders so they appear naturally

I'm using fractal generator to generate borders around rectangular area. It works great, but my problem is with corners Naive implementation when left border overlaps top border: Obviously this ...

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