Questions tagged [graphics]

A very generic term referring to visual part of a game. Try to avoid unrelevant usage and instead tag for specific graphics type (2D, 3D), API, framework or a library you are using, if possible.

Filter by
Sorted by
Tagged with
0 votes
0 answers
14 views

Workflow For Manually Creating .DDS MipMaps For Unity?

I am hoping to gain some clarity on the proper way to create .DDS format mipmaps for Unity. I was able to create the file and successfully import it into Unity, but I am certain my workflow is far ...
0 votes
1 answer
26 views

How to emulate the look of loading ZX Spectrum title screens in Unity

I am looking to replicate the style of screen loading as seen on the ZX Spectrum in Unity. Not the stripes of colors in the background. Just the title image loading. Specifically the way it looks in ...
1 vote
1 answer
74 views

How To Calculate The Correct Sprite Dimensions?

I am creating a 2.5D game similar to Paper Mario. I want the sprites that I import to Unity to be the perfect dimensions so that quality is not affected by the camera's position. If I'm understanding ...
0 votes
1 answer
63 views

Sprite becomes blurry or jagged when camera zooms out

My game uses 2D sprites in a 3D environment, and I'm really struggling with my sprites' quality. I have high resolution vector art with clean linework created for my sprite. I'm exporting it as a .PNG ...
0 votes
1 answer
31 views

r/l/b/t parameters in orthographic projection?

I am trying to implement following: What are the l r b t units? I understood that r-l= is just ...
  • 121
1 vote
1 answer
80 views

can less than 30 fps feel good with 60 fps input handling?

2D animation can go as low as 12 fps and still feel good to watch, but the minimum fps considered to be "playable"in games is 30 fps. I beleive this to be a consequence of the user ...
  • 17
1 vote
1 answer
69 views

How do I modify parts of a texture on a quad?

I am programming a Real Time Strategy game, and I was wondering how I could retexture one part of a terrain quad to change a texture in the position where I click at. For example, if I clicked in the ...
0 votes
0 answers
75 views

How can I move an object on a non flat surface in vulkan?

I am writing a small "game" in vulkan, in which a car can move in an environment that is not flat, like a desert with valleys. I am able to translate my car and follow it with the camera on ...
0 votes
1 answer
31 views

Scene Turns purple on headset but not in editor

I have a scene that looks fine in the editor and even if I am connected via Oculus link and am running the game the plane interior comes out fine. However when I push a build through adb or app lab I ...
  • 137
0 votes
0 answers
33 views

d3d Convert 1 descriptor table (2 cbvs) to 2 descriptor table (each one cbv) get screen flicker

I am learning d3d develpoment recently. For the triangle example, I add code about model, view matrix setting. Here I set model, view seperate. There are 3 methods to do this. root constants root ...
0 votes
0 answers
42 views

3D Illusion of a 2D Planet with buildings

I recently came across an interesting post on how to create the illusion of a 3d planet using 2d graphics, here it is: link It is not very difficult to create the planet itself, you add a circle, then ...
0 votes
0 answers
42 views

How to cut a texture created with DirectX9?

I created two textures in DirectX9 with CreateTexture method (one little HQ and one big LQ), and for some reason my shadow textures are blending. Is there any way to stop that blending ? I want my ...
0 votes
0 answers
26 views

DirectX 8 Win32 GUI Not Appearing/Flickering While Running

I am programming a game with DirectX 8, and I am trying to use the GUI options that are provided by the Win32 window that I am using. However, when I try to render a button or, in this case, a textbox ...
1 vote
1 answer
103 views

Screen space reflections bug

I try to implement screen space reflections in my graphics engine using ray marching algorithm. After a lot of trying I got this result: https://youtu.be/yzkgpcliBVQ As you can see, the reflections ...
0 votes
0 answers
40 views

WDDM vs DirectX vs Device Driver(say for Nvidia Card )?

I thought I knew what DX and Graphics card device driver meant. Today I was reading about Windows Display Driver Model(WDDM) and couldn't figure out what it does? It says WDDM is a Display driver ...
  • 101
0 votes
0 answers
37 views

How do I create a texture from a surface in DirectX 8?

I am making a game in DirectX 8 for a retrocomputing game contest. I am creating a Real Time Strategy game, and I am trying to make a minimap, which is merely an orthographic view of the terrain. When ...
0 votes
1 answer
39 views

Unity 2021 Silicon Build Performs Poorly with DynamicGI.UpdateEnvironment()

I recently upgraded my large-scale RPG world project from 2019 LTS version to 2021 for the native Silicon support. I have a Silicon based Mac and even though the game seems to have smoother FPS in the ...
0 votes
0 answers
140 views

Unity UI Line Rendering (UILineRenderer) pixelated

I'm using UILineRenderer to draw curve of the map. The one thing I'm finding is that the drawing is pixelated despite adding more data points. setting the quality in game view to 4K UHD, and ...
0 votes
0 answers
38 views

How do I represent team colors without Pixel Shaders in DirectX?

So I have been programming a RTS game in DirectX, and, of course, there needs to be team colors so that the players are not confused as to which troop is theirs. I managed to give each troop a hue ...
1 vote
1 answer
424 views

What is the purpose of tangent and bitangent vertex attributes?

Every vertex of a 3D mesh has position and some optional values like texture coordinates, vertex color, and normal, but also tangent and bitangent vectors. While the purposes of texture coords, vertex ...
  • 133
0 votes
0 answers
30 views

Tiles render a black margin depending of screen size

I have a rendering problem since long time and I don't know how to solve it. I develop roguelike game where I display a 2D TopView map based on a simple png file like this : But, with different game ...
  • 125
0 votes
1 answer
65 views

Level Creation - How to achieve seamless race tracks?

I'm aiming to make a racing game in Unity. Please take a look at the image provided below, and suggest me the best technique to achieve something like it. (Keeping the performance as optimized as ...
0 votes
0 answers
11 views

Adobe Animate Visible Masks & Layers for Character Mouth/Teeth Movement

I'm working on animating a characters mouth opening and closing. The layers for this character are currently ordered:Body < Mouth < Teeth. When I animate the ...
  • 103
0 votes
1 answer
92 views

Choosing Number of Points and PPI Resolution To Future-Proof Game Images

I'm working on an iOS SpriteKit game and I'm currently designing some images to be used as character animations in Photoshop. There are many different iPhones with various screen sizes and resolutions,...
  • 103
0 votes
0 answers
61 views

Optimal data structure for managing AABBs to minimize collision check queries

Say I have thousands of 2D Axis-Aligned Bounding Boxes (AABBs), and a single point. I'm checking whether a point is inside a certain AABB before performing some expensive logic. ...
-1 votes
1 answer
97 views

Drawback of painters algorithm:

We know that to scan convert any polygon first we need to pass any 4 tests of Painter's algorithm. Suppose I have two polygon S1 and S2, which order is S1->S2.we see that all 4 tests are failed. ...
0 votes
1 answer
122 views

How to visualize angle of projection in Oblique Parallel Projection?

We know that in Oblique Parallel Projection Point (x,y,z) is projected to position (x_p,y_p) on the view plane.Projector (oblique) from (x,y,z) to (x_p,y_p) makes an angle alpha. with the line (L) on ...
0 votes
1 answer
50 views

In what circumstance might I need to output pixels in non-32-bit format?

Among practically existing devices people play games with - PC, mobile, PlayStation, XBox, Nintendo etc. - is there any possibility that a pixel on the screen is not 32-bit, and do I have to consider ...
's user avatar
1 vote
1 answer
140 views

Should I be worried about textures higher than 4K?

Upon developing a big project, it just happened that when stitching all the thousands of animations spriteframes of a single character together, the sprite sheet turned around to 2K by 13K texture!! (╯...
0 votes
1 answer
77 views

I can't render faces properly in my DirectX11 project

For some reason, only back-faces are rendering, even if I set the rasterizer and stencil buffer and state to any values. Setting D3D11_CULL_NONE, ...
1 vote
1 answer
68 views

Do external graphics cards for laptops help decrease compilation time? [closed]

Can modern compilers use the power of a graphics card to shorten compilation time? Or is this solely based on the CPU and RAM? For example, can GCC utilize an external graphics card connected via a ...
  • 11
0 votes
2 answers
3k views

Low FPS in Unreal engine, but GPU usage is low as well

I am running an Unreal Engine 4 project which has many high quality assets. My computer is fairly strong: CPU: AMD Ryzen 5 3600 6-Core GPU: GeForce RTX 3060 SSD: Lexar 500GB NM610 M.2 NVMe SSD RAM: 2 ...
1 vote
0 answers
90 views

How to implement texture slicing

I'm making a simple game in C# and i'm trying to slice my UI images into 9 smaller rectangles, so the image doesn't get stretched when drawing to different resolutions, but i'm having lots of problems ...
  • 51
1 vote
0 answers
53 views

Synchronizing transformation of a Rect class between CPU and GPU

I implemented a Rect class in my custom game engine that utilizes openGL. I decided to approach the whole Rect class design like ...
0 votes
1 answer
30 views

Drawing rectangle with line's causes join artifact with the graphics api

how can I join lines to draw rectangles, I get this artifact like this, here's my code: ...
  • 237
0 votes
1 answer
126 views

Single Shadowmap for multiple point lights

I'm trying to render a scene using multiple point light casting shadows. Currently, If I have more than 1 point light, shadows are wrong. I'm drawing to FBO with a depth cubemap attached to it and in ...
0 votes
1 answer
23 views

Does a texture mask need to be the same size as the base texture?

new to game development here. I am working with an experienced 3D modeler and following some tutorials on texture mapping. Apologies if this is not the appropriate question for this forum, but this is ...
  • 101
0 votes
2 answers
183 views

Why do computer graphics applications use piecewise polynomial curves of degree 3 rather than curves of higher-order, say degree 100?

just wondering why is that? can't get my head around it. wouldn't the use of degree 100 be better? I'm really new to this stuff.
1 vote
0 answers
130 views

Which algorithms to use for drawing procedural paint splatters?

I want to create procedural paint splatters on textures. I want somewhat similar effect like in Splatoon 2. I think I need to modify albedo image - drawing splatters there. Right now I came up with ...
  • 145
2 votes
2 answers
104 views

Need help with fixing Optimized Raycasting / Line of Sight algorithm

I'm trying to implement collision detection with raycasting for my 2D javascript game. The game uses equally-sized tiles as its level structure so to optimize collision detecton I'm trying to use a ...
-4 votes
0 answers
41 views

Artificial limitation in games ver. 2? [closed]

So you've made research? Can you show us that research? You don't seem to be that well-versed in game development or software development in general, so perhaps you misunderstood something. Just open ...
  • 1
-4 votes
1 answer
65 views

Artificial limitation in games? [duplicate]

I've made a research and found out that without dedicated graphics games use max 50% of each processor's core. And it seems to be an artificial limitation. For a powerful processor 50% is a very big ...
  • 1
2 votes
1 answer
129 views

How do I remove the shinyness from the terrain when using an orthographic camera?

I am having an issue with terrain having a sheen around edges when I set the game camera to orthographic. Changing it to perspective, the shinyness goes away: I have tested with textures from the ...
  • 141
1 vote
1 answer
157 views

OpenGL height map accuracy for planetary rendering

I am trying to implement planetary rendering and I am trying to use OpenGL tessellation to model the terrain. Here is an overview picture using cube faces projected onto a sphere: If I use the ...
  • 125
0 votes
0 answers
216 views

How to a select a single 3D object out of multiple objects using mouse click and move it using mouse drag in OpenGL

I am rendering multiple 3d objects on the screen but i want to select one particular object by clicking on it and then move it using mouse drag but i cant figure it how to do it because on clicking ...
1 vote
1 answer
107 views

Geometric clipping of triangles intersecting near plane

I was reading about how rasterization works but there is one topic I can't quite understand. After perspective projection, our point is in clip space as I understand it. Now we test all points in a ...
0 votes
1 answer
96 views

What is the proper way to create a camera matrix?

I am having issues when trying to create a camera transform. It seems to have odd distortions and it does not seem to rotate properly, though it will translate alright. While I have seen issues like ...
1 vote
0 answers
34 views

Unreasonable CPU consumption for server build with nographics

I have built my game in server mode on Mac OS and attached profiler to it. In profiler I can see unreasonable high cpu load. Other scripts take a lot of cpu time. How can this be optimized? Vsync ...
0 votes
2 answers
229 views

Generate vertices of a sphere by using spherical coordinates

I'm trying to generate points for a sphere by subdividing the space of spherical coordinate in res sector and res slices. At first I did my own implementation, but it wasn't working. After a while I ...
0 votes
1 answer
74 views

Flat and crispy shading

Im trying to create a mobile game that has flat, bright colors and I want every place to be lightened the same. Like this game: and this is my game's current state: I don't know what the problem is. ...

1
2 3 4 5
21