Questions tagged [standards]

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Is there any standard format for engine agnostic 2D tilemaps?

Basically that. I tried searching for standard 2D tilemaps formats or encodings, but I haven't found anything significative. I know that big engines use their own formats (Godot Resources, for example)...
Miguel's user avatar
  • 158
1 vote
1 answer
188 views

What is the minimum number of points in a convex hull in most engines?

A convex hull shape in a 3D game engine defined by vertices needs at least 4 points in order to have volume, since that would make it a tetrahedron. However, some game engines may support fewer points,...
Aaron Franke's user avatar
4 votes
1 answer
2k views

GLSL "varying" interpolation: component-wise? Reference in the spec?

Probably a dumb question, but I can't find (or am not understanding) a conclusive answer in the spec or in other questions (e.g., this one). For smoothly-interpolated varying ...
cxw's user avatar
  • 155
2 votes
1 answer
5k views

Why is the standard on displaying missing textures is via a black and purple checkerboard?

In many different games, such as Minecraft and TF2, the default texture is a black and purple checkerboard. Even games that don't use that exact texture incorporate elements of it. Borderlands 2 uses ...
Eric Parkinson's user avatar
7 votes
2 answers
9k views

Purpose of Displaying Loading Screen

Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...
David Dimalanta's user avatar
15 votes
2 answers
27k views

Input management techniques in large games

Is there a standard technique for managing input in large games. Currently, in my project, all input handling is done in the game loop, like so: ...
w4etwetewtwet's user avatar
3 votes
2 answers
555 views

Is there a significant importance in what axis I chose in my top down 2.5D game?

I have read several posts stating what seems like a "standard" in how to chose your 2d axises in a 3d engine. It is often Y up on screen and X right on screen. However, in these examples I often see ...
Phil's user avatar
  • 898
1 vote
1 answer
672 views

Control convention for circular movement?

I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the ...
Christian's user avatar
  • 2,067
2 votes
2 answers
2k views

What algorithm is mostly used to interpolate animations?

Because DCC tools supports very many options, we resample the animation curve splines, but I think it still need to be interpolated. I think there's some de facto standard for this animation ...
Eonil's user avatar
  • 959
2 votes
1 answer
287 views

What is the best way to implement host-migration application design?

I'm trying to wrap my head around how any one of the clients could become a new host should the current host leave the game. I'm not looking for any code, but more of a high level application design ...
Matt's user avatar
  • 191
3 votes
1 answer
311 views

Is there a standard camera position / orientation?

I've come across a need to position a camera for an arbitrary (unknown) scene. The camera can be updated later, but I thought I'd give it a reasonable default, and the thought crossed my mind that ...
notlesh's user avatar
  • 3,877