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An area (typically rectangular) expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered

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1answer
21 views

World position reconstruction from depth fails when viewport size does not match window size

I'm facing very strange issue. My code for world pos reconstruction works correctly when the viewport size is equal to window size (or framebuffer size in other words). Below is the part for ...
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1answer
38 views

Transforming 2D viewport coordinates after scaling the viewport (zoom in/out)

I've been getting started with personal experimentation and have been working on a project for a few days now using SDL2. It is a 2D game, and at this stage I have it rendering game objects in a fixed-...
2
votes
0answers
60 views

Why doesn't the Camera.pixel(Height/Width) match the Canvas size?

I am making an app that has a custom viewport Rect like so: When I check the sizes of this viewport rectangle in pixels with Camera.pixelHeight; Camera.pixelWidth,...
2
votes
2answers
49 views

Custom Camera View Fustrum in Unity

Is it possible in Unity to make some sort of bounding box (with a running application) within the current viewpoint of the actual screen? Let me explain: I'm working on a project which uses a ...
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votes
1answer
15 views

Setting up a low res viewport to stretch in Unity

I am working on porting a low-res game over to Unity. In my previous engine, I had the option to set a native resolution (say, 160 x 144), and it would automatically stretch when the player entered ...
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0answers
60 views

Performance problems with scrolling html5 canvas for large tile-based game

I try programming a splix.io clone as an electron app and do the visualization via the html5 canvas. The movement across the tiles should look fluent like the original, so I target 60 frames a second. ...
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vote
1answer
129 views

Javascript/HTML5 canvas: Integrate scrolling tilemap with map server

I am playing around adapting the example code at Mozilla Dev Network: Square tilemaps implementation: Scrolling maps to fit with a server I wrote myself. There's a link to the original source code at ...
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votes
2answers
47 views

How to keep an object in a certain part of the camera view?

I have a 3d camera that is viewing a character that is moving. As the character is moving i want the camera to adjust itself so as to keep the character in the left third of the camera view. I ...
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0answers
24 views

using batch.setProjectionMatrix puts sprites out of cameras view range

I'm slowly following games from scratch tutorials and although through my mistakes in figuring out a lot of things I'm struggling to understand cameras and viewports. So far I have managed to grasp ...
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votes
1answer
175 views

Making Minecraft in 2D. Blocks move when player moves

I want to make a 2D Minecraft game and I have drawn the grass blocks and you can dig but when the palyer moves the dirt moves too. It draws on every block wich the player touches a dirt block because ...
0
votes
1answer
108 views

How to load/unload chunks data where view port is currently focused on?

I have a 2D tile based engine with infinite procedural chunk generation. But I can't invent an algorithm, that will fill only chunk tiles on view port (and destroy old). Pls help ViewPort size can ...
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2answers
102 views

libgdx Camera and World Size Question

I'm new to libgdx and especially to using OrthographicCameras. I'm trying to understand how useful they are. The question is, suppose I have a game map 500 units wide. I have an OrtographicCamera ...
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1answer
86 views

3D camera - window resolution relation

I'm having a bit of an issue when it comes to 3D- and 2D camera(s), in relation to a game's window resolution. I want to let the player choose from different window resolutions, either from a menu or ...
0
votes
1answer
76 views

How do I deal with this tilemap wraparound edge case?

I'm building a 2D game engine that uses tilesets to build levels. I recently added functionality to handle wraparounds (ie. where the right edge of the map connects to the left edge.) The engine ...
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votes
2answers
124 views

LibGDX - GameWorld Dimensions vs ViewPort Dimensions vs Camera Dimensions

Before someone mark it duplicate - I am aware that there are few questions already on this topic but the explanations are all theoretical and no graphical elaboration was provided which I think will ...
1
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0answers
181 views

get position of GameObject on rendertexture from camera

I'm rendering the camera output to an rendertexture on a plane. This works fine. But I want to put GameObjects on the rendertexture on positions of world objects that are visible on the camera. <...
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0answers
42 views

Implementing navigatable achievement menu in javascript

I am in the process of learning javascript for game design, and wanted to make a separate achievement page that the user can navigate to that will allow them to check their achievements on various ...
0
votes
1answer
370 views

How to restrict the players movement win relation to screen bounds in Unity? (Without colliders)

I am really enjoying making the switch to Unity. But here I have found one of those rare moments where it appears to make things more difficult (at least it is for me as I am crap at understanding the ...
2
votes
1answer
294 views

LibGDX - Camera and viewport initialization in show()?

I'm reading the book LibGDX game development by example and the author tends to follow a pattern like ...
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1answer
78 views

How to smooth viewport panning when using minimap (in typical RTS)?

Let's take typical modern RTS game which features a large map (say 256x256 tiles). There's also a minimap in the GUI, typically up to 256x256 pixels in size. (Let's take these numbers for upcoming ...
3
votes
4answers
1k views

How and when do the model to world, world to view, et cetera multiplications happen?

I learn matrix transformations for game design and I struggle with some basic concepts. I see the actual multiplication taking place before rendering in this sequence: MODEL into WORLD: multiply each ...
1
vote
2answers
372 views

How can I add solid collideable borders to the viewport regardless of the resolution?

I'm making a game in Unity. In my game I have a sphere, what I need is for the sphere to rebound against the edges of the viewport. For that I used a few Gameobjects with 2D box colliders. The ...
1
vote
1answer
728 views

Using Multiple Viewports in LibGDX?? help needed badly

I've asked this question before but i am still unclear of how to do this after hours of frustration I have messed up yet another decent project I've been working on. I had a fully functioning Snake ...
2
votes
1answer
341 views

Gdx.graphics.getWidth() vs cam.viewport width

I'm facing difficulty understanding the difference between Gdx.graphics.getWidth() vs cam.viewportwidth, What is the difference?
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0answers
105 views

Libgdx handle screen resolutions

I know there are some questions to this topic, but i didnt find a satisfying answer for my problem yet. I'm learning to use libgdx right now, and I'm not sure about handling different screen ...
1
vote
2answers
3k views

Drawing only objects that are currently in viewport [Gamemaker]

Following on from my previous question about optimising large object counts in Gamemaker, I am looking for a method for the solution proposed by liggiorgio. My game has large numbers of small, sprite-...
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0answers
182 views

Scaling window with Monogame.extended issue

I'm trying to scale the game window in Monogame (I also have installed Monogame.Extended). (Example of what I want to achieve) I've been doing this setting manually the PreferredBackBuffer when ...
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votes
1answer
654 views

How to calculate 2D viewport coordinates in a shader?

In Unity, I use the following shader to calculate 2D viewport coordinates : ...
1
vote
1answer
246 views

glViewport and single-pass cubemap rendering

This question is related to another question of mine on StackOverflow. The problem I'm facing is that while I'm rendering to a cubemap in a single pass using a geometry shader (like I show in my ...
1
vote
2answers
3k views

How to use the SDL viewport properly?

I'm very confused about the SDL2 viewport, I did some googling to find out how to implement it but people keep mentioning things like "world coordinates" which I don't have in my game. Question : Do ...
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vote
1answer
956 views

ScreenSize vs. WorldSize

While programming a game with LibGDX, I came across a problem. My OrthographicCamera wasn't centering in the right place. I was trying to center the camera by using the line of code: ...
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1answer
951 views

How to split a screen in half using LibGDX without scaling?

I am currently working on a racing game with libGDX and I need to split the screen in half for a two-players mode. (Player 1 in first half and Player 2 in second half). I already have Camera1 that ...
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0answers
158 views

TiledMap Safe Area for different screen resolutions

I'm creating a Tower Defense game using libGDX (w/ scene2d) and TiledMap. I've been reading extensively about viewports and how I can better manage various screen sizes. I want my Tiled Map to take ...
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3answers
213 views

LibGDX - Trying to make a radar-like display

i have an interesting question about geometry. I have two or more moving objects outside of my stage's viewport (blue and red circle in the image below), which i want to point at with two arrows on ...
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1answer
312 views

I can't center my actors with ExtendViewport, Libgdx

I'm making a level select screen and I need use ExtendViewPort (I can't use Fit for other reasons), but this viewport moves my actors to the left, I need center them. I put X and Y position ...
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1answer
221 views

How to refresh Unreal Editor Viewport when dragging a spinbox (FModeToolkit)?

The viewport of my custom EdMode does not update while I drag a spinbox (which is in a custom FModeToolkit). In fact, MyCustomEdMode::Render() is not even called (while the spinbox). How can I ...
0
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1answer
220 views

GlViewport-code doesn't work in one specific screen?

I am currently working on a small game using LibGDX and Java. However, I have found one oddly specific problem. I want the game to resize so that it never has to be cropped and so it never has to cut ...
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1answer
209 views

Vertically mirroring the screen in LibGDX

I'm developing a game in which the screen layout is different for right and lefty players, so i'll put a button in it to mirror the screen vertically. For displaying textures and fonts, i use a ...
1
vote
1answer
244 views

2D sunrise in Unity

I see a lot of guides on how to create sunrise in 3D space, but I can't find much information on how to do it in 2D. In 3D, you rotate a lightsource around itself, but in 2D, I need to move the object ...
2
votes
1answer
266 views

Scalling down libgdx game to fit a smaller screen appears only the half of the stage?

Hello I have made a game in 1280x720, but I want it to fit devices with smaller size, so far no luck with the current code it only shows the left half of the screen, it also does not work with bigger ...
3
votes
1answer
1k views

LibGDX Overlay Game with Stage

I have been working on a 2d game that is similar to billiards/pool. I've got the basic game down and now I'm working on some visual effects. One of the things I would like to do is have have numbers ...
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vote
1answer
160 views

Scene2D viewport affects all other cameras despite having a separate one

I have two cameras initialized as such: ...
5
votes
2answers
441 views

How far back should I move my camera to fit a given GameObject in frame?

In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
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2answers
293 views

LibGDX: Content appears stretched although I'm using a ScreenViewport

I just fixed another issue regarding the scaling inside a ScreenViewport. And yet another problem arises: If I'm understanding the wiki correctly, a ...
1
vote
1answer
585 views

Why does Unity not detect my camera attached via the inspector?

I want to use camera.ViewportToWorldPoint() to show the bottom center bounds of my screen. So, I created a script and added that component to my object that needs ...
2
votes
1answer
256 views

Viewport and Camera setting

For my first game in LibGDX and Android I got a Problem: I have a background picture which is 2560px * 720px. The screen is 1280 * 720. How do I have to set the viewport and camera in order to get ...
0
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1answer
70 views

Viewport and debug session

I define and set viewport using this piece of code: ...
3
votes
1answer
2k views

LibGDX viewport touch coordinates transformation

I've been trying to get LibGDX's viewport and camera unproject() to work and so far none of the tutorials/answers I've found have worked for me. I have a game window of 840x480 units with FitViewport....
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vote
1answer
411 views

Error in projecting coordinates from FitViewport to screen in LibGDX

i'm using a FitViewport to render my "game world". Viewport virtual dimensions are fixed 400x240. I use viewport.unproject method to scale input touches from screen ...
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2answers
114 views

Best practice for scrollable viewport rendering

I am working on a tile based game that renders the playing surface in a viewport. I am struggling with getting my head around the mechanics and best practices of rendering a viewport, specifically a ...