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The game is called Cult of The Mindless. It follows Periwinkle and Winter in a supernatural fantasy world, where demonic forces have thought to have been long gone. However, a Satanic ruler wants to ...
holidaygirl1225's user avatar
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I'm trying to implement a Solar System Viewer similar to NASA's Eyes. I got the astrophysical part (get positions of the bodies at any time) but I wonder how to best get the orbital lines/trails (...
JHT's user avatar
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I am trying to draw an icon using GUI.DrawTexture at a world-space position iconPos to represent a sun icon. It worked, but when ...
Ahmed Dyaa's user avatar
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54 views

I am making an Octopath Traveler like game. I want the player to lean against a wall, but because the player’s sprite is angled while the wall is vertical, the player’s feet touch the wall while the ...
Reid's user avatar
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1 vote
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I have a few elements inside a verticalLayoutGroup. To better visualize which one is selected, I would like to scale all other elements to 75% of their size and keep the current one as it is. This ...
Zibelas's user avatar
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5 votes
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I have a paperback version of "Game Mechanics: Advanced Game Design" (2012) by Ernest Adams and Joris Dormans. The book contains diagrams of multiple design patterns and refers to Appendix B ...
Charlie's user avatar
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I have the following quaternion, created from an angle and an axis ...
Stégosaure's user avatar
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I need to efficiently compute minimum polygon separation along X or Y axis, i.e. the distance you can move a polygon along X or Y until it collides with another one. I know how to calculate it, but ...
Paul Jurczak's user avatar
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67 views

I'm using Unity's built-in 3D render pipeline, not the HD one. My extent of programming knowledge is basically whatever the learn.unity site provides. I decided my first game to make was going to be ...
Peak_Magehunter's user avatar
1 vote
1 answer
63 views

I've been attempting to create this stencil/mask buffer using Unity's HDRP C# Custom Pass feature and I've been having trouble getting it to work ONLY in build mode. Here is my code: In my ...
Critical Angle Studios's user avatar
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I am trying to do a SAT OBB collision test using OBBs that are represented as a 3D position (\$c_0\$ and \$c_1\$) and a 3x3 rotation/scale matrix (\$A\$ and \$B\$), where the columns of the rotation ...
CPlus's user avatar
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I noticed after I made a minimap for my 2d strategy game that there was significant lag - only to realize that every single hex is getting its own draw call/batch. I've been messing around for about a ...
user1765812's user avatar
2 votes
1 answer
57 views

I've started a libgdx game using scene2d and box2d. It's a 2D top down game, in which you can walk through the world, enter houses, etc. (think of Stardew ...). I'm wondering, what is the best ...
Nothing232334's user avatar
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-2 I am implementing ghost behavior in a Pac-Man clone, specifically the behavior when ghosts are inside the ghost house during the waiting phase. The issue is that ghosts inside the ghost house do ...
Amir Reza Sa's user avatar
1 vote
1 answer
80 views

This could be answered from a perspective of Unity dev, or generically for programming - either would be beneficial. I'm working on a game and am using two packages, More Mountains' TopDownEngine (for ...
Jesse Williams's user avatar
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50 views

I'm pretty new to making games, so excuse my ignorance if I say something stupid. I'm coding in cpp with raylib as a graphics thing. What I basically wanted to do is have procedurally generated ...
New-person123's user avatar
1 vote
1 answer
119 views

I'm adding deceleration to my player character, decreasing their velocity over time when the player releases the direction keys. With the code below, at non-perfect angles, the character seems to re-...
MyNamesRubber's user avatar
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50 views

I'm working on a 2.5D game in Godot 4.5 that uses skeletal animation + ragdoll physics. I'm really happy with how the full ragdoll mode behaves, but I can't get anything close to a good active ragdoll ...
Eugene Khyst's user avatar
7 votes
4 answers
1k views

I am examining protagonist design in action RPGs, and my conclusion so far is that fixed, authored protagonists consistently allow for deeper and more effective storytelling than blank-slate ...
Levi Carvalho's user avatar
1 vote
2 answers
197 views

Steve said said that Windows games won't run the same on Linux and you can't even test them equivalently because Linux doesn't know how to compute how many frames were generated in a second. Aren't 3D ...
Miss Understands's user avatar
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58 views

I'm trying to create a 2D side-scrolling player controller like Terraria but I can't get the delta-time right. If I set my laptop's mode to battery saver mode, my character jitters (from DT jitters) ...
Acerx.AMJ's user avatar
2 votes
2 answers
980 views

I'm trying to determine the best architectural approach for handling communication in Unity, specifically when the interaction is strictly one-to-one. The Core Design Conflict I have five crucial, ...
Curio's user avatar
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1 vote
1 answer
55 views

I have a problem with importing a 3D model from Blender into Godot 4. I created my apartment model in Blender and exported it as a .glb file into Godot 4.5. I generate the CollisionShape3D using Mesh →...
Ainur Khusnullin's user avatar
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0 answers
56 views

I'm writing a C++ game engine using SDL2 and I have an SDL event loop, but I'm not really sure what I want to do with these events. I know that I'll have systems that will be interested in these ...
steamdog's user avatar
1 vote
1 answer
146 views

I'm making a 2.5D game in Pygame with an oblique top-down view, where you can see both the top and front sides of the objects/environment, similar to top-down JRPGs and 2D Zelda games: (Graphical ...
Sad Robot's user avatar
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0 answers
63 views

I wrote a Board.java class which draws the initial board draws the Reset button draws the label to indicate whose turn is it In the Main class: I initialized a Pane. Initialized the Board's board ...
zeeshanseikh's user avatar
12 votes
1 answer
2k views

I have a spell system where a the spell is a self-contained game object handling all the logic. When done, it destroys itself. This works great Then I added a second game object handling animation, ...
Zibelas's user avatar
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0 votes
0 answers
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I'm trying to create a Slenderman-style TV static effect in Unreal Engine 5.5.1, where the effect slowly fades in as you're looking at Slenderman. I'm using an unbound Post Process Volume with the ...
Chriskrakou's user avatar
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1 answer
151 views

I am trying to make a game using Godot 4.5 where enemies spawn off-screen, but I faced this bug where they spawn on-screen instead: The white squares are the spawned enemies and the red is the player....
Jyle's user avatar
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0 votes
1 answer
142 views

I understand this is a slightly esoteric question, but its something I've constantly asked myself over and over when using various 3D design tools and game engines. In what way should models be facing,...
Unirally 101's user avatar
0 votes
2 answers
157 views

I was working on this idea of drawing a cone rotating on the y axis with a parametric equation, using a compute shader with a function like: ...
philB's user avatar
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0 votes
0 answers
59 views

I want to implement a bilateral filter because I have read the it preserves the edges. The equation is given as: $$ BF\left[I\right]_p = \frac{1}{W_p}\sum_{q\in S} G_{\sigma_s}\left( \left\Vert p-q \...
Akshay Dhotre's user avatar
0 votes
3 answers
240 views

I'm a beginner in game programming and I want someone to confirm my understanding. Let's say there's a 3D model for a character in the game. This character is made up of triangles. Each vertex in ...
marcelo kmsaw's user avatar
3 votes
4 answers
276 views

So I was implementing deltatime adjustment into a game when I thought of this problem. Consider a control case, with no adjustment for framerate: Here, our character jumps up to a max height of 12.5 ...
Sad Robot's user avatar
0 votes
0 answers
44 views

I am using Adobe Animate for my school assignment. I have a three-segment health and stamina bar that is above the player (it isn't set to be attached to the player yet). I have a single enemy ...
SundlinGNF's user avatar
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1 answer
69 views

The stated assertion that a point outside some intermediate Minimum Enclosing Sphere is on the boundary of the final Minimum Enclosing Sphere seems unsupportable. It is true only for the first point ...
WernerJuengst's user avatar
1 vote
1 answer
66 views

I'm using a very basic animation to create a transition, which involves deactivating a gameobject on the last keyframe. Goal: The ChangeRound animation is about 1 second long. It enables the UI image ...
Curio's user avatar
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3 votes
1 answer
168 views

I'm trying to implement a robust pause system in Unity and I'm confused about the correct approach. My first (very simple) implementation in my previous project used a ...
Curio's user avatar
  • 261
1 vote
1 answer
69 views

In the Unity engine, I am using GPGS as a token to log in via Google sign-in. It works, but now I have another issue: As of the last update of the SDK 2.1., this method in PGS for Unity is deprecated: ...
Ramarolo's user avatar
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0 answers
25 views

I have a setup in Godot with two different skeletons for male and female models. The skeletons are different because the proportions are different, but I want to use the same animations on both. Both ...
Luke B.'s user avatar
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0 votes
3 answers
163 views

Object pools are great. They are fun to make, save you a lot of memory and fps. But as my projects grow in size and complexity it gets harder and harder to work with them. If you only have a couple of ...
MrV's user avatar
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1 vote
1 answer
52 views

I have a prefab with some fixed sizes on itself and its elements: Then added a Aspect Ratio Fitter and a Preferred Height: . When using that prefab from a container with Horizontal Layout Group with ...
Henrique Pombo's user avatar
1 vote
0 answers
29 views

I am pretty new to rendering, and I wanted to add a black and white halftone effect. I wrote the two shaders and created the materials (pass 0 to create mask and pass 1 to mix it with the scene). They ...
R B's user avatar
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0 votes
1 answer
46 views

Godot Version 4.5 Stable I'm trying to create a multiplayer game. Since this is my first multiplayer game I started with a simple LAN setup. How it is supposed to work: When ...
Nabir14's user avatar
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0 votes
0 answers
21 views

I'm trying to modify the hips bone as to make it fixed at one global yaw rotation but the "Transform (Modify) Bone" node only has the option to modify all 3 Roll, Pitch & Yaw: Is there ...
Manas R. Makde's user avatar
0 votes
0 answers
56 views

I have multiple different classes which need to perform the same complex operation So to keep my code dry, I'm using a manager object which requires a delegate for the complex operation Here's a ...
Manas R. Makde's user avatar
1 vote
0 answers
54 views

I'm using SDL2 in my game engine and have created custom event types that use the data from SDL_Event. This works well within my own code, but it becomes ...
steamdog's user avatar
1 vote
0 answers
51 views

I'm developing a custom Vulkan renderer and want to integrate a QML-based UI into it. I already have a working Vulkan setup and also managed to render QML over Vulkan using a separate ...
Александр Куликов's user avatar
0 votes
0 answers
115 views

I have a 3d renderer I'm working on, and I need to know how the specific details of the human eye so I can project that to a coordinate, what is the math that does this given spherical coordinates and ...
Xflightenjoyer's user avatar
0 votes
1 answer
86 views

Note: I intend to use only the Inspector window to use all textures, not Shader Graph or Nodes or any custom scripts. Also I might use some technical terms incorrectly by mistake, as I'm not much ...
Vikas's user avatar
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