All Questions

14
votes
0answers
1k views

SSAO and normal issues

I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/ I'm currently having issues with "smooth" normals, for example when using normal/height maps. To ...
10
votes
0answers
287 views

Spherical Area Lights do not match reference

So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference): What I am ...
9
votes
0answers
914 views

How do i find the circumsphere of a tetrahedron?

I'm looking for the most minimized equation to find the center coordinates and the radius of a tetrahedron circumsphere given four 3D points. What I found on the internet mainly deal with the circum ...
8
votes
0answers
72 views

Is there an algorithm to move vertices along a planar mesh to give an area more vertex without destroying the shape too much?

Currently, I am playing around with a terrain technique called Vector-Field terrain as created and used for the game Halo Wars. I have successfully recreated the technique. However, I'm having ...
8
votes
0answers
59 views

How to clip cut-off using different frustrum than that of original camera? How to cut plane by pyramid shape?

SOURCE : http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Mitchell_LightShafts.pdf This process is part of creating light draft effect. And I am suggested to do the described process in ...
8
votes
0answers
1k views

How do I reconstruct depth in deferred rendering using an orthographic projection?

I've been trying to get my world space position of my pixel but I'm missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. ...
8
votes
0answers
572 views

How can I compensate for camera rotation changing PCSS penumbras?

I am implementing PCSS and I am using a directional light. The directional light volume is clamped to the camera frustum (as is typical with directional lights). So when the camera rotates, the ...
7
votes
0answers
289 views

Environment mapping without cubemap (need coordinates projection)

I'm working on a project with C++ and glsl (4.1). I have implemented a mirror object which is a plane at height 0 that works as follow: I render the scene with a MVP computed such that the camera ...
7
votes
0answers
113 views

Why Can't I duck reverb on the mix bus in Unity?

i'm surprised there is so little documentation on this issue. But i'm trying to duck the audio on all the mix buses in Unity so that you can clearly hear the VO of the game. Now it works great except ...
7
votes
0answers
444 views

How to link assimp lib to universal app

I cannot make assimp object loader work with universal app, and I got the same problem as this one: Assimp and directX12 universal apps I tried the static library approach mentioned in the answer of ...
6
votes
0answers
132 views

How to create an illustrator/photoshop-like pentool for creating bezier curves in Unity

I found a very useful bezier curve creation code here, which I am using. I need to create complex segmented bezier curves so I want update the code to create illustrator/photoshop-like pen tool bezier ...
6
votes
0answers
402 views

How to create skeletal animation data for a skirt?

Please think of this in an engine-agnostic way first, and then we can talk about specific engines. In my game, I have a 3D character which is wearing a hakama (think of it as a long pleated skirt). ...
6
votes
0answers
193 views

Unity : Orthographic Camera is not Occlusion Culling?

In the scene where the occlusion culling is done as desired, When I change the camera to orthograhpic, occlusion culling is not done. (Look at the sphere the red arrow points to on the right) What ...
6
votes
0answers
439 views

Implementing proportional navigation in 3D

Good afternoon guys, a = N * λ' * V is the formula for the commanded acceleration required to hit the target, where N is the proportionality constant, λ' is the change in line of sight and V is ...
6
votes
0answers
489 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
6
votes
0answers
265 views

How to draw Shadow Volumes in one draw call?

I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
6
votes
0answers
179 views

How to use a mask texture with Kobold2D

I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it ...
5
votes
0answers
101 views

How to work with different artists sequentially?

Making games is a hobby for me and I don't always have consistent time to do it. Also, I'm terrible at art, so I plan to hire an artist. However I am concerned that after a job is done, if I want to ...
5
votes
0answers
96 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 ...
5
votes
0answers
86 views

Scoreboard setdisplay list shows correctly per char. Can i make my sidebar show correctly per char as well?

So I've been writing a script over the last little while in Python that interacts with the Minecraft console. I'm basically trying to make a scoreboard based currency system that is world independent ...
5
votes
0answers
260 views

How to force play area corners to Lighthouses in Unity

I'm working for a guy that wants to recreate real environments in VR and superpose them for business demos. Think of one of those mall kiosks where you "enter virtual reality" and at first it looks ...
5
votes
0answers
434 views

How to correctly implement 'layered lighting' with Box2D-Lights

How does one only allow Box2D-Lights to affect one and only one OrthographicCamera. After researching, I found the following answer. This answer goes into detail ...
5
votes
0answers
93 views

How do I align the cube in which shadows are computed with the view frustrum? (“View Space aligned frustum”)

Short and concise: Given 8 world space positions that form a cube of arbitrary size, position and orientation and given an arbitrary light direction. How do I compute the View and Projection matrix ...
5
votes
0answers
931 views

How do I make volumetric grass?

I've been extremely interested in volumetric technology, especially for grass. Online resources are extremely scarce on this topic. What is the difference from creating a lot of mesh billboards? ...
5
votes
0answers
241 views

How can I call a native mobile API in Construct 2?

How can I use mobile API features in a Construct 2 game (HTML 5/JavaScrit engine)? I didn't find anything about that on the net, unlike other game frameworks like Corona Enterprise or Cocos2d.
4
votes
0answers
61 views

How can I make sure my OpenCL code works correctly on different graphic cards?

I'm testing on adding some OpenCL code in my game, but I only have a single Nvidia card & I'm not sure the code will run normally on other platforms. Is there any way to make sure my code runs ...
4
votes
0answers
45 views

Slot Probability Function

Please can someone point me in the right direction. I'm working on a slot game. that I'm having trouble figuring how to implement the probability function for. The game has a set of symbols that bets ...
4
votes
0answers
125 views

Determine user mouse selection of 3D Object for multiple viewports

I am currently working on setting up some world objects for my level editor and am running into a bit of a snag. When I get the hit location from the mouse raycast, I would like to determine what part ...
4
votes
0answers
100 views

Writing a leather shader

I'm trying to write a leather material shader. I have a normal map, bump map (grayscaled), specular map, diffuse map, cube maps. I have done the following ...
4
votes
0answers
156 views

How to draw a Voronoi Splitscreen view in GMS, where each player's screen area is a polygon shape?

I'm trying to implement the Voronoi Splitscreen effect that Squirrel Eiserloh described at GDC 2016, and I'm having trouble figuring out how to 'clip' the rendered scene for one player along a ...
4
votes
0answers
93 views

Phantom objects in ray tracing

I am attempting to add volumetric shadowing to an application I am working on to test some things. For this effect I wrote the following fragment ...
4
votes
0answers
407 views

Instantiating prefabs by dragging in scene not working

So I have this problem where I try to instantiate prefabs as in this video for example. I can take instantiate one prefab to the scene, but if I try to instantiate a second one to the scene (whether ...
4
votes
0answers
138 views

LibGDX Rectangle not Scaling to ImageButton Instance as Expected

below is the class I wrote for a GameButtoninstance: ...
4
votes
0answers
570 views

Slope handling in a tile-based platformer

I'm trying to implement slopes in my 2D tile-based platformer made in GameMaker Studio 1.4. I'm done with the normal solid block tiles, they work like charm, but slopes are even harder than I ...
4
votes
0answers
199 views

SSAO shader program produces no occlusion

I'm attempting to implement screen-space ambient occlusion by the method shown here. My SSAO shader program is the one part that isn't working. Here are the outputs of the initial rendering pass, ...
4
votes
0answers
153 views

Debug Unity DLLs in Windows standalone build

I'm trying to publish a game on the Windows Store using a standalone Windows build in Unity 5.6.2 and Desktop Bridge. Despite unchecking "development build", three Unity DLLs remain in debug mode, ...
4
votes
0answers
40 views

If collision move around the collider

I am writing a game in Java, I have this long method to move GameBodyObject towards the point: ...
4
votes
0answers
267 views

Combine a light and water shader in libgdx glsl

I am trying to combine a light shader with a water shader in libgdx. Shader programming is not one of my strengths at all. This is the water effect rendering nicely: And when I have added the ...
4
votes
0answers
559 views

How to delete Google Play Services?

I want to delete Google Play Services in the Google Play Developer Console, but I can't. Here is what I did: I published my game to Google Play without Google Play Services. I decided that I want ...
4
votes
0answers
353 views

Render live MJPEG stream on a plane in Unity

I'm trying to display a live video stream as a texture in Unity. It comes from a Raspberry Pi using motion and encoded as MJPEG. Is there an easy way to implement ...
4
votes
0answers
1k views

Can you remove Steamworks DRM from your own game after release?

Is it possible to remove Steamworks DRM from a Steam game after release? I'm sure that some developers have accidentally used DRM, without fully understanding the drawbacks for a consumer (the Steam ...
4
votes
0answers
158 views

Why aren't my pieces rotating on my chess board in Java?

I am developing chess game in Java using the Netbeans IDE. Instead of rotating the whole board at each move, I thought of changing position of the pieces themselves, while the board remains same. All ...
4
votes
0answers
366 views

How to create a seamless 5D noise function?

I would like to create a seamless 3D Texture, I have read that it's doable with a 5D noise function but I can't find any implementation and the math is over my head here. How can I create a 5D noise ...
4
votes
0answers
117 views

XNA Shader working different on different PC's

I am working on a game in C#/XNA which uses custom shaders for drawing. When the code is compiled on my machine it works perfectly on all computers I tested, but when my team member tries to compile ...
4
votes
0answers
376 views

Draw Edges in OpenGL

I use blender game engine, and blender use openGL for graphics. How can I draw lines around all 3D objects? Would this be a job for a filter? Mainly, I want my end result to look drawn. I found this: ...
4
votes
0answers
422 views

How to get UE4 to correctly put my bundle identifier for iOS projects?

Each time I create a new project UE4 adds a generic bundle identifier to the iOS platform settings, that I always have to change to com.myname.[PROJECT_NAME] in ...
4
votes
0answers
142 views

Virtual infinite plane in shadow map

I have a WebGL deferred rendering pipeline, where I'm rendering shadow map with VSM technique. The goal is that the scene, or model, is hovering in space, and in addition to casting shadow on itself, ...
4
votes
0answers
780 views

OpenGL Depth Cubemap with Geometry Shader Not Rendering Correctly

I was having some trouble with cubemaps in OpenGL, and was hoping to get some help. I've been following a tutorial about point light shadow mapping using cubemaps, where a geometry shader is used to ...
4
votes
0answers
2k views

Unity3D LLAPI and Pyhton UDP communication

I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device. Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
4
votes
0answers
127 views

Raymarching tangents

I've recently started to experiment with raymarching over on shadertoy.com. It seems common to find the normal for a distance field like so: ...

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