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.

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32 views

Object Transparency Dithering (as shown in Super Mario Odyssey)

A couple games I've been playing recently all have a similar goal of dithering objects when they approach the near clip plane. Super Mario Odyssey applies this dithering-near-clip-plane effect, but ...
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1answer
38 views

Project 3D points to a plane, then project back to 3D

I have a table in 3D space, represented by a plane. I want to project arbitary points representing an object (cup, toy, etc) onto that table, run 2D principal components analysis to get an oriented ...
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20 views

Why does BorderLayout crop out JSlider on JFrame

I have some working code with a small circle randomly appearing around a large circle in the middle, kinda like planets. I have implemented a JSlider that controls the speed of the small ball moving ...
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1answer
58 views

How do rendering pipelines improve the performance of updating all the vertices every frame?

Let's say I am implementing a simple game engine, particularly the rendering part. From the high-level view we have some vertices which are copied to the graphics card alongside shader information etc....
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11 views

Post processing effects not visible on mobile apk build

While setting up post processing on a project that I am currently working on, I discovered that post processing effects are not visible on the apk build on mobile. I setup a new Project with URP on ...
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37 views

What are the options when float textures aren't precise enough?

I am currently experimenting with rendering planetary scale terrain. I am generating the terrain on the GPU with noise, and to fix the 32 bit floating point precision problems, I generate the ...
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1answer
95 views

The view matrix finally explained

I must say that I am really confused by how a view matrix is constructed and works. First, there are 3 terms: view matrix, lookat matrix, and camera transformation matrix. Are those 3 the same, or ...
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1answer
124 views

How can I draw filled triangles in C++?

VERY IMPORTANT NOTE: Im trying to fill a triangle. I have already made the 3D part. Sorry if this wasn't understandable. I'm currently trying to create a simple 3D-Engine. Well, I have successfully ...
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25 views

How do I get the objects in my pixel art game to have a more “top down” (orthogonal dimetric) perspective such as “A Link to the Past” or “Sparklite”?

I'm creating a "top down" pixel art game with with my friend's and we're basing it off of famous games like ""A Link to the Past" and "Sparklite". However, we're having problems with perspective. So ...
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68 views

Which elements make some maps in multiplayer FPS games more fun than others? [closed]

I'm working on a sci-fi multiplayer FPS game, and am currently designing maps with layout influences from the 2015 Star Wars: Battlefront game and from the original Halo CE game, as those games have ...
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1answer
40 views

Why do asymmetric specular highlights appear in a scene with only ambient lighting in Unity?

I have a scene in Unity (2019.3.0f3 Personal) using the High-Definition Render Pipeline. There are no lights in the scene, and Baked Global Illumination is disabled. The skybox is a ...
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29 views

Cheap way to soften contactpoint of character with ground

The view of my game is always semi topdown. I'm trying to make the contactpoint between characters and the floorplane more grounded without rendering hundreds of sprites. One thing that I think could ...
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1answer
47 views

Generate a wave noise map

How can we generate the wave-like texture like this The author(RujiK) says in reply he used the texture generator(http://www.kitfox.com/projects/perlinNoiseMaker/index.html), but no matter how I ...
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73 views

Why isn't particle hair more popular in games?

Blender 2.80 introduced EEVEE, a new realtime renderer, and after interacting with it for a while I was impressed by how well it handles particle hair in terms of performance and visuals. It even ...
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1answer
40 views

OpenGL approach to depth-testing-like combination of a large buffer of fragments

I have a depth buffer and color buffer created by another effect. The buffer is more than double my screen size. It is not rendered from geometry, but as a whole it resembles a rendered scene with an ...
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62 views

Technique for Edge Detection Between Distinct Entities

I'm developing an application that renders large(-ish) scale graphs (i.e. nodes and edges) in 3D. We've recently been asked to add a flat shading mode, where the graph elements are displayed using a ...
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1answer
72 views

Model colors look much better in blender than Unity (LWRP), how to fix bad colors in Unity LWRP?

I made some models in blender 2.8: After importing them to Unity, they look much worse: Still the same material as in blender, I use the LWRP and have had nothing but issues with it, the lack of AO ...
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1answer
117 views

How do I implement the parallax effect in 3D graphics?

With a perspective projection matrix and camera system already in place, I have a scene with a small jet fighter flying high over a wide and deep canyon with many cliffs and rocky surfaces; these are ...
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50 views

Rendering up close, OpenGL performance issues

I have been developing a massive RTS during the past 18 months, which is comming together nicely! Now i have an issue i can't really wrap my head around. If i render 100 models from a distance ...
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49 views

OpenGL 2D Batch Rendering: Textures mixing when having multiple active textures

This is what happens when I draw switching from the black texture to the lime green one in a simple for loop Here's a simplified version of how my renderer works Init(): Create my VAO and attrib ...
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1answer
65 views

Model gets distorted when rotating the camera

I'm currently developing my own 3d graphics engine and I'm having a hard time figuring out why my 3D models gets distorted when rotating the camera around. This is my projection matrix. I'm following ...
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38 views

How to divide commands to CommandLists in DirectX12/Vulkan?

Currently my DirectX graphics engine submits all draw commands in a single, large CommandList. I want to paralellize my CommandList recording to improve performance on CPU side, but I'd have to ...
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1answer
53 views

How to increase the thickness (Size) of a plane in Unity

I am making a small game where you have to roll around and not fall of a platform. I am using a plane to simulate the ground, but it is really thin. Is there a way to make it thicker by increasing a ...
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1answer
77 views

Mapping a Texture to a 2d Quadrilateral

I want to map a 2d picture onto an arbitrary 2d quadrilateral, for the purpose of particle system. To do that, I split the picture into two triangles, and then linearly interpolated u,v along the ...
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2answers
42 views

How can I create a .ico file with all the various resolution sizes within one container?

I was looking at this GOG.ico in ffmeg, and was surprised to see all the streams for it...indicating it was holding multiple images in the .ico container or .ico has some kind of self-creation ...
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1answer
78 views

What are these three different texture types I found in Pokémon sun?

I am currently trying to extract the Pokémon models/textures/animations of the Pokémon Sun game so i can use them as placeholders in Godot. At the moment I have the model, the textures and the ...
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1answer
36 views

Vectorial clothes / hair cuts that adapt on any character size, how is it done?

Rimworld characters are simple but very nice to watch. They have different sizes, hair cuts, clothes... And everything seems to adapt to everyone. How does that work technically ? For example, any ...
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1answer
44 views

How does a custom physics engine connect to a tile graphics engine?

I’ve been looking into adding physics to my tile based side scroller game, and it seems like the best option might be to write my own engine to handle things like collisions and gravity due to the ...
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1answer
233 views

How to avoid minecraft-like map to blend

I am making a minecraft-like world, with some differences. For instance, the camera will be facing always in the same direction. I am having trouble with the visuals. Here is an example: As you can ...
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1answer
31 views

Should I use a FOV slider or fixed camera fov?

I'm making a single-player third person 3D adventure game, and I was wondering if I should fix the camera's FOV, or if I should create an in-game slider to change it. If I should create a slider, what ...
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1answer
41 views

what is the difference between the regular camera and the first person camera?

I'm asked to implement first person camera but all I know is the regular camera that moves when I hit specific keys and could anyone tell me the steps to implement it?
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15 views

What handles the automatic conversion between color depths

My Google-fu may be weak, but I'm having trouble finding the answer to this and was hoping to get some insight. My shaders deal in 32-bit float RGBA values, but I'm rendering to a R8G8B8A8 target. ...
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1answer
195 views

How to implement trail renderer like unity?

I wang to implement a trail renderer in my course about compute graphics using OpenGL. I google this question and search it in https://gamedev.stackexchange.com/ and find nothing except unity trail ...
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1answer
30 views

Displaying debug line in custom raytracer implementation

Not sure if I should post this here or on the Math forum, but I will try my luck. Some background. I made my custom raytracer. The processing happens purely on the CPU for now, no GPU interaction ...
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2answers
75 views

Midpoint displacement generating unsatisfactory terrain

Following this lesson for implementing mid-point displacement algorithm for terrain generation. I aim at generating a wavefront(obj) file of the terrain I have an array of dimension (2^n + 1) x (2^n +...
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1answer
321 views

Loop around a 2D Tile Map

I have made an algorithm for procedurally generating a 2D tile map in Unity. The player can use the mouse to pan the view and look at the map. My intention was that when the player reaches one of ...
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3answers
114 views

weird behaviour doing simple XMMATRIX multiplications

I have the following function: ...
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1answer
77 views

Gameobject becomes a Cube when uploading it to Unity from Blender

I'm making a 3d mobile game, for one of my gamemodes i need "Hexagon" gameobject. According to my research I can create unique gameobjects in blender. So I tried to make a hexagon and export it as an ...
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45 views

How could the DOS Quake 1's pixelated look be achived with openGL, for example: Limiting the Colors to 256? [duplicate]

I want to achive the DOS Quake 1's pixelated look and limit the displayed colors to 256 in my engine, but I don't know how to do that. And also, I'm using java. Here is the code of my Fragment shader:...
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1answer
127 views

Unity using 40% GPU for just a UI interface on ultra but 90 on low?

So I made some software using unity for my FRC team. All this application is, is just a User Interface with labels, input fields, buttons, etc... When I choose the quality to be on Ultra, I will get ...
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0answers
75 views

Draw coloured transparent polygons on top of texture in modern opengl

I am trying to render an image in the viewPort using symmetry_create = 1 and binding texture to it. ...
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0answers
79 views

Show the edges between the clipping plane and clipped objects

I want to utilize shaders to not only discard fragments if they are on one side of a predefined plane but also render a contour along the intersection. My fragment shader currently does something ...
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0answers
83 views

Graphics messed up when I try to reskin the game in Android Studio

I need a little help. I'm new in Android Studio, I have a game where I want to reskin the design. First of all when I install it on my phone with the original files the game run perfectly without ...
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1answer
138 views

How much slower is it to draw on “half pixels”?

I've noticed that games like Diep.io are using floating decimal points for thin stroke lines on the grid. I have even tried this myself, by adding 0.5 to all of the ...
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1answer
121 views

Planet Surface Rendering: Precision issues [duplicate]

I have been experimenting with C++ and OpenGL, and I am currently writing a program that renders the surface of a planet; specifically, our moon. It's a modified version of the GPU Gems implementation ...
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2answers
1k views

Is it possible to apply a texture to a 2D-sprite in unity 2-d?

I want to take an (animated) 2-d sprite and apply a texture to it. Basically, I want every non-transparent pixel to be covered by the texture (color is disregarded). I understand I can probably ...
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1answer
145 views

How to access Lit shader properties through code?

Currently i'm using HDRP in my project, so i have a question. How can i access Lit shader properties through code ? Or where i can see names of variables in this shader ? For example:
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137 views

Find transformation to align two polygons at fixed points?

Problem I have a source image (arbitrary width and height c) shown here as a rectangle [X1,X2,X3,X4]. It contains two points C and D (both known coordinates within ...
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2answers
207 views

Difference between reflection mapping and raytracing

Both methods involve casting a ray unto the reflecting object. It will be reflected. In reflection mapping - the intersection of this reflected ray with the environment map (texture) will yield the ...
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1answer
131 views

Running OpenGL app on Windows XP x86 produces incorrect texture colors

I'm working with the Cen64 emulator and I compiled from source a x86 version that operates fine on Windows 10 x64. As soon as I run it on a Windows XP x86 machine the colors are then all incorrect. ...

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