Unanswered Questions

11
votes
0answers
397 views

Ogre PSSM Grass Receiving Shadows

So I made the switch to Ogre3D (v1.7) and using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grasses. In a nutshell, I would like to achieve this kind of ...
9
votes
0answers
301 views

Load ads in splash screen?

I have some ads that take a very long time to load. I was wondering it it is possible to have them load while the use was in the splash screen. I have looked at this answer: ...
7
votes
1answer
167 views

Depth Peeling implementation problem: How to render the next layer? (OpenGL)

I try to implement order-independet transparency sticking to the pseudo code in the linked paper (page 4). I can't figure out how they are able to do this in OpenGL. I am rendering the scene two ...
7
votes
2answers
281 views

BRDF and Spherical coordinate in ray tracing

I developed a ray tracer that use standard phong/blinn phong lighting model. Now I'm modifying it to support physically based rendering, so I'm implementing various BRDF models. At the moment I'm ...
7
votes
0answers
111 views

Dual Contouring - Finding the feature point, normals off

I am following this tutorial to implement Dual Contouring http://www.sandboxie.com/misc/isosurf/isosurfaces.html My data source is a grid 16x16x16; I traverse this grid bottom to top, left to right, ...
7
votes
0answers
244 views

How to cache resources in my homebrew rendering system

Background: I am designing a simple 3D render system for an entity component system type architecture using C++ and OpenGL. The system consists of a renderer and a scene graph. When I finish the ...
7
votes
0answers
477 views

Variance shadow maps don't want to render properly

I've implemented VSM (and also ESM) in my engine but results are for me not as I expected and saw in many examples published on network. I set filtering of shadow maps to GL_LINEAR but when I compare ...
6
votes
0answers
198 views

Entity component system - game progression

I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this: I've been reading about ...
6
votes
2answers
303 views

How can I create a 2D “gooey”/“sticky” separation effect?

I want to create an effect similar to this animation where two shapes separate over time but are connected (for a time) by something gooey that stretches and eventually breaks. Like pizza cheese, but ...
6
votes
0answers
315 views

SSAO and normal issues

I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/ I'm currently having issues with "smooth" normals, for example when using normal/height maps. To ...
6
votes
1answer
589 views

Word game - board implementation?

I'm working on a boggle type game for android, using libgdx. The user is presented with a 4x4 grid of letters and must find words by dragging their finger over the letters. Unlike boggle I want used ...
6
votes
0answers
205 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
5
votes
0answers
39 views

Learning how to make imposters manually in Unity - how to render an object to a texture not what camera sees?

I am trying to learn the most performant way to make an imposter in Unity manually - not using pre-fabricated solutions. My first guess is that it should be achieved by using RenderTexture and a ...
5
votes
0answers
90 views

Diamond-Square algorithm output is random and noisy

I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather ...
5
votes
0answers
90 views

How do I run functional tests against my Unity3D game?

Context I am continuing some legacy code for a game in Unity3d, and I want to write some functional tests meant for regression, to ensure I don't break things when implementing new things or when ...

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