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Questions tagged [pipeline]

Generally speaking; the order of different stages in a workflow. One example is the order in which certain methods and tools are used when graphical assets for games are produced and then imported into the game engine. Another example is the order in which graphical information is processed inside a graphics card.

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32 votes
12 answers
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Tool to create a bitmap font from a true type font [closed]

What tool do you use to convert ttf fonts to bitmap fonts? Following is a list of features I'm looking for. I'd be happy with any tool really, but one that had these features would be better. ...
12 votes
3 answers
2k views

How can I use the graphics pipeline to render volumetric data based on a density function?

Both graphics APIs (OpenGL and DirectX) devise a well defined pipeline in which several stages are programmable. These programmable stages require to take a fixed minimum amount of data and are ...
The Light Spark's user avatar
12 votes
2 answers
1k views

Details of what GPU actually do when clipping in 4D homogeneous space?

I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
stanleyerror's user avatar
10 votes
2 answers
1k views

Should the content pipeline tools be embedded in the engine?

How minimal should a games engine be? How much of the content pipeline should be embedded in the engine? Some use cases where the super engine might be useful: When loading user content, the user ...
deft_code's user avatar
  • 7,612
10 votes
1 answer
4k views

Engine Rendering pipeline : Making shaders generic

I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made ...
fakhir's user avatar
  • 409
8 votes
4 answers
1k views

What continuous integration technology is used for games? [closed]

Which continuous integration technology & software would you recommend for use with games? Also are there any build technology libraries or specific languages you would recommend to use when a ...
8 votes
1 answer
2k views

How does an Input Pipeline work?

I found this article on implementing an input pipeline for Android, but I don't really understand how it works. I also don't completely understand the programming concept of a pipeline or a pool ...
TMV's user avatar
  • 183
8 votes
4 answers
3k views

How does creating 2d game assets differ from regular 2d art? [closed]

I've done some digital paintings and concept sketches in the past, and I was thinking about employing those skills in my game making efforts. From an artists standpoint, what does he have to do ...
7 votes
1 answer
1k views

What exactly are tool pipelines in the game industry?

I've been reading around online and through books and still can't quite figure out what exactly tool pipelines are within the game industry.
rango's user avatar
  • 91
7 votes
4 answers
2k views

Multiplayer online game engine/pipeline

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games)....
Slaus's user avatar
  • 427
6 votes
2 answers
2k views

How do I turn an image into a Box2D physics object?

I'm using Box2D for a Game Programming course, and I was wondering if it is possible to choose the best shape and size of shape for the rigidbody/fixture for a sprite based on its transparency. I've ...
vdwtanner's user avatar
  • 165
6 votes
2 answers
1k views

Can XNA Content Pipeline split one content file into several .xnb?

Let's say I have an xml file which looks like this ...
Zeta Two's user avatar
  • 163
6 votes
1 answer
1k views

Precomputing Visibility

Having noticed that UDK (Unreal) and Unity 3 include similar pre-computed visibility solutions that unlike Quake are not dependent on level geometry, I've been trying to figure out how the calculation ...
U62's user avatar
  • 1,135
6 votes
0 answers
194 views

How many Pipelines in a Typical Rendered Scene DirectX12

I'm learning DirectX12 right now and I'm missing a few pieces of the puzzle in my own head on the overall structure of how you would setup a game. Specifically, I'm trying to get an idea of how ...
FAtBalloon's user avatar
5 votes
3 answers
1k views

Why does clipping take place after illumination?

Can you explain why clipping takes place after the illumination process in the rendering pipeline? Would it be not cheaper to clip first and do then the illumination?
Evgenij Avstein's user avatar
5 votes
4 answers
609 views

How to get faster iteration times in android development

I'm creating a game on the android platform that uses the resources/raw folder for assets and scripts. The problem is that every time I change something I have to rebuild the application to test the ...
Sebastian Bugiu's user avatar
5 votes
1 answer
482 views

GLSL vertex shaders with movements vs vertex off the screen

If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on ...
user827992's user avatar
  • 1,971
5 votes
1 answer
11k views

DirectX / Instance Buffer - How To Use Instance Buffers To Enable Reuse of VertexBuffer Data?

I created a simple Model framework in C++ 11 so that the same model can be rendered in different parts of a scene. What I am trying to figure out is how to reference VertexBuffer data already "set" ...
Wind And Flame's user avatar
4 votes
3 answers
2k views

How do I cheaply place a watermark over what's rendered in OpenGL 3.0+?

I would like some insight about how to place an image with an alpha, and a certain amount of opacity, on the top of everything that is rendered. What's the cheapest way to do that? I use C++ with a ...
user827992's user avatar
  • 1,971
4 votes
1 answer
826 views

Gamma-Correct rendering without floating-point rendertargets

When using a gamma-correct pipeline, you have to work with floating-point rendertargets. Otherwise, you will get severe banding due to the insufficient precision of the usual 8-bit-per-channel integer ...
LTR's user avatar
  • 290
4 votes
2 answers
888 views

Does XNA's content pipeline alter my FBX files?

Basically I'm trying to export a model in fbx format through the XNA content processor and I'm finding that the model itself is getting modified and being shifted slightly to the right and being ...
meds's user avatar
  • 1,480
4 votes
1 answer
3k views

How to completely disable auto refresh everywhere (in favor of manually compiling them)

Is it possible for me to create a custom script that will fully disable auto refresh everywhere within Unity (not just on script changes; in my case, asset creation/deletion in addition to everything ...
skplunkerin's user avatar
4 votes
2 answers
7k views

2D game background art and assets, sketch / drawing size and resolution for a 1080P PC Console game?

I am a new game developer, working on a 2D platformer game. I am working with my friends who can make sketches on paper and import them to Photoshop to paint, as none of us have worked on an actual ...
rangrot's user avatar
  • 43
4 votes
2 answers
894 views

Help with "Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral." needed

I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I ...
rFactor's user avatar
  • 671
3 votes
4 answers
221 views

At what point of Game Dev pipeline it is good idea to start adding Oculus Rift Support? [closed]

I am still in pre-dev phase - creating Assets, editing storyline, doing OOP analysis. I plan to make game in UE 4 and would like for game to have VR support. Would it be good idea to start right away ...
VolodymyrNaz's user avatar
3 votes
3 answers
168 views

What kind of skills are required to work in a content pipeline department in a high level role

I'm looking more for high level role such as producer/manager of the group making the tools for a content pipeline. This would be for a large AAA studio. Also what kinds of tools are they creating?
bluesixty's user avatar
  • 218
3 votes
2 answers
768 views

Spritesheets From Individual Images in Content Pipeline?

My main goal is avoid using an external program like SpriteSheetPacker. I would like to just use sequenced PNGs and have the sprite sheets be made, updated, and saved automatically when I build my ...
AttackingHobo's user avatar
3 votes
2 answers
3k views

Creating Animations Without Hardcore Art for 2D Action RPG

I'm working on a 2D action RPG. One of the issues I run into is art; in the vein of Flash games like FF7, Secret of Mana, or Epic Battle Fantasy, I would like to actually display the weapon with the ...
ashes999's user avatar
  • 11.3k
3 votes
1 answer
1k views

XNA: Retrieve texture file name during runtime

I'm trying to retrieve the names of the texture files (or their locations) on a mesh. I realize that the texture file name information is not preserved when the model is loaded. I've been doing ...
Ashley Grenon's user avatar
3 votes
1 answer
802 views

Would I perform one pass per effect in Deferred Shading?

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
danijar's user avatar
  • 5,741
3 votes
1 answer
408 views

Looking for literature about graphics pipeline optimization [closed]

I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found ...
zacharmarz's user avatar
  • 3,869
3 votes
0 answers
39 views

First time working on 3D game: exporting steps after designer finishes 3D characters?

First time making a 3D game so could use advice. The designer is creating 3D characters with Cinema 4D (https://www.maxon.net/en/products/cinema-4d/overview/). What steps are required to go from his ...
Crashalot's user avatar
  • 141
2 votes
1 answer
3k views

Graphics Pipeline, how exactly it works and how graphics card interprets it?

I've looked at this Wikipedia's link, http://en.wikipedia.org/wiki/Graphics_pipeline, but the article lacks in-depth explanation. The only thing, I suppose, I understand and can expand upon, is, ...
tomsseisums's user avatar
  • 3,366
2 votes
5 answers
765 views

How to produce assets effectively on large Flash game projects?

I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to ...
Antoine Lassauzay's user avatar
2 votes
3 answers
3k views

Using different shaders on the same model at runtime

I've already asked similar but a bit unclear question here but this time I will be very specific and to the point. Suppose I have an actor which grabs a power up. He starts to glow using bloom shader ...
fakhir's user avatar
  • 409
2 votes
1 answer
2k views

D3D11 Can only Pixel Shader and Compute Shader stages write to buffers?

I am reading Practical Rendering and Computation with Direct3D 11. In the book the D3D11 pipeline is often described with this image: In the Chapter about resources, Paragraph about buffers, I ...
wip's user avatar
  • 318
2 votes
1 answer
11k views

How can I batch-convert TexturePacker .pvr.ccz files to .png?

I am a pixel artist with very little programming knowledge. I have read that it's possible to use Texture Packer to do batch conversion of pvr.ccz files to png using the Command Line Tool. How do I ...
Sammy the gofer's user avatar
2 votes
1 answer
2k views

What external 2d animation formats can I use in android?

For an artist who won't be dealing directly with the code, what formats for 2d animation could they use that would be portable into an android game? In my particular case there are no collision ...
lathomas64's user avatar
  • 1,362
2 votes
1 answer
243 views

Transparency behaviour on PowerVR

I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
Esa's user avatar
  • 1,501
2 votes
3 answers
4k views

Where do I place XNA content pipeline references?

I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of ....
Zabby's user avatar
  • 35
2 votes
0 answers
260 views

Best practices for treating Light Volumes in Deferred Lighting pipeline

This topic is about ways to handle light volumes in a deferred lighting pipeline. I currently have a deferred lighting pipeline where spheres are sent to an openGL GLSL lighting shader. The sphere ...
slexov's user avatar
  • 21
1 vote
2 answers
1k views

Multiple pipelined game loops

I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not: Each major task (drawing, physics, logic, networking, disk I/O) will have its own isolated ...
okw's user avatar
  • 153
1 vote
1 answer
1k views

OpenGL ES 2.0 Without The Use of Shaders

While refreshing my mind on OpenGL ES, I decided to read a few of the books I brought a while back and search for some tutorials online. Whilst doing so, I came across many beginner's tutorials that ...
Unheilig's user avatar
  • 515
1 vote
2 answers
2k views

Why does my MonoGame mesh throw an unhandled exception when trying to draw?

I am using the '3D Models' chapter of Learning XNA 4.0 to further understand 3D implementation in XNA, but I am running into an unhandled exception, when I try to draw each mesh. Here is my basic Draw(...
Gnemlock's user avatar
  • 5,273
1 vote
1 answer
377 views

Does projection take place before clipping in the rendering pipeline?

At first I thought clipping happens before projection since new vertices may be added and the output of projection is in NDC which is 2D. However after a lot of googling, I found that some articles/...
EternalWind's user avatar
1 vote
1 answer
3k views

ECS as part of the rendering pipeline of an engine

I'm trying to integrate ECS design into my game engine. Currently I'm trying to mimic the components of unity (although not pure ECS) with MeshFilter (holds ...
Jorayen's user avatar
  • 111
1 vote
1 answer
484 views

Process of Game Updates/Patches

I am currently in school studying game design and programming and I am wondering, simply: How are games updated? Whenever I create simple, little programs, if I change anything, essentially the ...
Dr Negative's user avatar
1 vote
1 answer
338 views

recommended shader pipeline infrastructure in core opengl 3.3

I am writing a game project in Go and I am using an OpenGl 3.3 core context to do my rendering stuff. At the moment I have different types of renderers. Each renderer has it's own pair of vertex- and ...
Arne's user avatar
  • 977
1 vote
2 answers
150 views

Registering XNA Custom Pipeline

A while back I was looking for a way to export / load Models in XNA for animations. I took the advice from a comment, and tried using the "SkinnedModelProcessor" he linked me to. It worked great at ...
Full Metal's user avatar
1 vote
0 answers
1k views

Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
user5716904's user avatar