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Questions tagged [graphics-programming]

Programming related to the visual representation of information on computer screens.

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5
votes
1answer
657 views

How could I render a star like those in Elite Dangerous - coronas and some sort of 3D "plasma" effect on the surface?

Lets assume I wish to render a large, 3D, star object in a game engine using OpenGL. I can use a few different meshing methods: this includes mapping a cube to a sphere (with better subdivision to ...
0
votes
0answers
2k views

How to use Graphics.DrawProcedural to render a quad over a scene?

I want to learn this so I could do some screen space particles in Unity. This is meant as a sort of "hello world" shader. my current script is: ...
3
votes
2answers
531 views

How can I make a "paint" effect?

I am wondering how one could implement "paint" in games. As a reference, I have two games I am specifically thinking about which are Super Mario Sunshine with its "goo" and Splatoon. I'm wondering ...
12
votes
1answer
2k views

Shader to see silhouette through alpha blended sprites

I want to achieve in Unity a see through effect like the one in these examples: In my specific scenario there are a couple of requirements: Sprites are using alpha blending, and sprites have ...
5
votes
3answers
692 views

How do I handle Game Screens in LibGDX?

In my game the main screen is the playscreen. But because I want to draw the menu and the gameover screen on top of the playscreen, I don't create separate screens for them. But if I want to replay, I ...
0
votes
1answer
52 views

how are the vertex properties of meshpart decided based on model format in xna

Exactly how the question says , how does the vertex properties like vertex stride and the data stored in the mesh part decided based on the format of a model and how would i determine that and then ...
15
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1answer
7k views

What are screen space derivatives and when would I use them?

I see the ddx and ddy glsl functions and the hlsl equivalents come up in shader code every now and then. I'm currently using ...
29
votes
3answers
15k views

Why don't most major game engines use gifs for animated textures?

What is better to use Animation Sheets or Gifs? One advantage Gifs have over Animation Sheets is that you don't have to think about frames going too fast or too slow because of your code and updating ...
1
vote
1answer
488 views

How do I perform an Iris Wipe transition, using C++ in SDL 2.0?

How do I perform image masking/clipping using an arbitrary shape like a circle? I want to do an Iris Wipe transition, similar to in the movies. By Iris transition, I mean the circle transition ...
0
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2answers
1k views

What's the difference between Gameplay Programming and Graphic Programming?

I know the answers are obvious, someone told me this: Graphics Programming: DirectX(or Direct3d), OpenGL, Vulkan, Metal.. Gameplay Programming: Bringing everything together. From design, music, ...
1
vote
3answers
2k views

What is the lowest-level way of making graphics from scratch?

I am currently trying to get into game development and trying to understand 3D games. I would like to learn to code from scratch without any 3D engines. Some of the things I found was libraries like ...
1
vote
2answers
256 views

Can my game be 8-bit even though it has hi-res text? [closed]

My game has 8-bit sounds, 8-bit graphics, 8-bit everything. Except one thing: the level selection screen. It has small text and therefore must be hi-res to be readable. What should I do? Edit: The ...
0
votes
1answer
732 views

How does code translate to graphics? [closed]

I know this is kind of a basic question, but I'm trying to create my own game from scratch and really don't understand this. How does the code of a videogame program certain pixels to be certain ...
0
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2answers
197 views

DX11 Clear Issue, Irregular pattern

So far I've put together a bare minimum of a DirectX 11 application. All it does is clear the window to a random shade of red. ...
5
votes
2answers
3k views

Separating game logic and rendering

I know this has been asked before but I would like some things cleared up. I understand that game logic and rendering should be separated but my problem is more or less how? For instance, should the ...
1
vote
0answers
60 views

Concerns about using a 3D tileset grid

I'm thinking of implementing a 3D tile system for my engine, and tie it to it's world streaming system as well. As in, using it for it's terrain for an open world in an engine that theoretically can ...
25
votes
8answers
12k views

What advantage do OpenGL, SFML and SDL have over software rendering?

I started watching the Handmade Hero stream, where Casey Muratori creates a game engine without using frameworks or such. Yesterday I got to the part where he showed how an image is drawn onto the ...
2
votes
2answers
460 views

Anti-Aliasing Problem

So, I was annoyed by how the HUD for my GameState was very pixel-ated and I wanted to change that through the use of anti-aliasing. However, it works with a small exception: It adds all these lines ...
0
votes
1answer
236 views

How does one structure a Player GUI

I am using Java and the Slick2D library. I've been testing around with ways to develop a Player Graphical User Interface (GUI) (to show armour, items picked up, weapons equipped, etc). The one ...
0
votes
1answer
511 views

In game engine, how to get the vertices buffers of different vertex formats for render from the mesh file properly?

I'm a fresher on engine programming. I have a question of how we can get the vertices buffers of vertex formats from the mesh file. For example, in OBJ file or FBX file, we save the positions, ...
3
votes
0answers
786 views

How can I create a wind visual effect like Ori?

I'm working on a mobile game in Cocos2D. The game mechanic is very similar to Ori and the Blind Forest's parachute (Kuro's feather) mechanic. I want to be able to render a visual effect for wind ...
0
votes
0answers
119 views

Tilemap not rendering properly

I'm making a single-screen scrolling platformer (OpenGL/SDL) and I've made a tilemap out of a 2D array, pre-sized with variables of the LEVEL_HEIGHT and ...
0
votes
1answer
263 views

What technique should I use to implement the following type of "diggable" terrain?

I'm trying to replicate a certain game mechanic from the game Diggles. This game takes place in a vertical cross-section of the earth and allows the player to dig tunnels and caves into the ...
22
votes
6answers
5k views

Is there a reason to add options to not use advanced technologies in a game engine?

I have been developing a game engine, and have been discovering and reading up on game technologies such as anisotropic filtering, ambient occlusion, anti-aliasing, etc. Usually in games, you can ...
1
vote
3answers
1k views

Is it possible (and practical) to dynamically create normal maps from graphics in Pixi.js?

I am building a tile game using Pixi.js. The game features dynamically-generated terrain and a day/night cycle. I'd like to use a normal map to give the sense of sloping hills or mountains. Luckily ...
1
vote
0answers
169 views

Which programming language should I start with in game dev? [closed]

I am a front end web developer and I've always been interested in building games. I work primarily with HTML, CSS, PHP, and JavaScript on a daily basis, so I'm not new to coding. I would like to ...
1
vote
1answer
147 views

Skeletal Animation - Caching global bone transforms

Very often I see skeletal animation implemented like this: On Init - store bone's local transforms and inverse bind pose On Update - traverse the skeleton tree, multiplying local transforms on the ...
0
votes
1answer
325 views

Enlarge screen space Texture by set pixel amount

I have a texture shown over the screen using screen space UV's. The Texture is 495x,596x, Screen size is 888,500, but can change. The Texture has a Tile of (3.469775f,1.392644f) to correct for ...
1
vote
2answers
1k views

How to make a "Camera" in Java

I need some help with getting my camera to work in java for a game that I am making. The problem is is that I've never made a camera in a game before and this is my first time trying to make one in a ...
2
votes
0answers
2k views

Dual Contouring - what is it and how to use it?

I'm having trouble understanding Dual Contouring yet and I need some explanations from someone who has first hand experience. I searched all I could before writing this question. I've already read: ...
1
vote
2answers
59 views

Timed Line Drawing

I'm trying to program a remake of the classic Missile Command Atari game from scratch, but I've run into a problem. So I have a function that can draw a line from one point to another. I figured I ...
4
votes
1answer
499 views

How do I use openGL shader to reproduce this Photoshop implementation?

Here are my Photoshop actions: step1 - convert the current image into gray step2 - use the default parameters, as showed in the screenshot step3 - use the 『Hue/Saturation』 to convert the grey image ...
2
votes
2answers
2k views

Why did 320x240 become the famous Mode X, and not 400x300? [closed]

Mode X was hack invented during the good old days of DOS gaming, offering 320x240 resolution, 256 colors, square pixels, and page flipping. VGA adapters had 256 KB of memory. 320 * 240 = 76800 bytes ...
4
votes
1answer
513 views

Java Slick2d lighting using Raycasting

I am trying to make a top down view game in java using the Slick2d library, for lighting I wanted to do something like this : http://www.redblobgames.com/articles/visibility/. I was wondering if there ...
2
votes
1answer
129 views

How can I recover polygons and normal maps from compiled games through emulation of D3D or OpenGL?

I am trying to generate labeled training data for an artificial visual cortex to learn on. I'm looking for a tool that will, instead of rendering the scene at each pixel just give me the pre-rendered ...
1
vote
1answer
44 views

What happenes if you leave out buffers for the inputassembler that the vertex shader expects?

I'm working through my first attempt at a "graphics engine" (I use the term loosely as I'm not aiming for much more than something that will display a few meshes). I want to leave my classes as ...
2
votes
1answer
632 views

Unity + Oculus Rift - Setting field of view or rendering part of display

I need to render a small portion of the display to a texture. I found a script to simulate a scissor rect by modifying the projection matrix - Unity 5 doesn't seem to provide any out-of-the-box ...
3
votes
2answers
2k views

How to achieve a dynamic soft see-through hole effect in a wall with shaders?

I'm looking for a way to create a dynamic soft see-through hole effect for room walls. I know a few ways how to do it (for example multitexturing with second layer being the hole mask in screenspace), ...
2
votes
0answers
110 views

uv tiling and offset for uvs not min-max 0-1

For the purpose of the question, a unit = 1 meter. So, I have a triangle strip that is 4x8 meters (for argument's sake; it is procedurally generated by player). I also have a texture which is ...
45
votes
1answer
11k views

Why is shadow mapping the standard?

Though I am a programmer by trade, I have barely touched game development at all. I've had this question for some time, and now that I'm looking into game development I thought it would be a good time ...
1
vote
1answer
1k views

How can I change my rendering loop to improve scalability across effect types?

This is the code that I use to setup my shader: ...
-1
votes
2answers
184 views

What's the difference between the representation of a line and that of a line segment?

What is the difference between a line and a line segment from the implementation point of view? To me, line segment means: ...
1
vote
0answers
450 views

OpenGL textureGather and DirectX gather

These functions sample multiple RGBA pixels but return only a single component. OpenGL: https://www.opengl.org/sdk/docs/man/html/textureGather.xhtml DirectX: https://msdn.microsoft.com/en-us/library/...
1
vote
0answers
294 views

Texture artifacts depending on texture size

I get some strange artifacting with textures depending on their size. I run OpenGL 3.3 with an GTX 580 so it should definitely support non power of two textures. I've narrowed down the problem ...
8
votes
1answer
1k views

What is a lobe, in reference to lighting and graphics

I sometimes see references to lobes when talking about lighting, especially with specular lighting, but also with spherical harmonics which doesn't do specular. Can anyone explain what exactly a lobe ...
0
votes
1answer
1k views

How to calculate spherical harmonic coefficients for indirect diffuse?

After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
3
votes
0answers
198 views

How can I handle multiple simultaneous skeletal animations? [duplicate]

I wonder how skeletal animations in games work. I am writing my own graphics engine for fun, and I have come across several problems with animations. Here is how I do it right now: Load the mesh ...
3
votes
1answer
8k views

Rescale pixel art scenery before rendering in SDL2

I looked at this page that mentions the SDL2_gfx library for rescaling SDL_Surfaces without the image getting blurry: SDL zooming/upscaling without images becoming blurry? I wanted to know if it was ...
1
vote
1answer
47 views

Creating VR Headset Video

So I have a video stream of known resolution and I have a VR headset via HDMI at a known resolution. Is there an existing library to create the slight fisheye and side-by-side layout for these ...
6
votes
2answers
3k views

Low quality bilinear sampling in WebGL/OpenGL/DirectX

I'm seeing low quality bilinear texture sampling in WebGL, OpenGL and Directx, and was wondering if anyone knew how to make it higher quality? The picture below should help show what I mean. The ...

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