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Questions tagged [graphics-programming]

Programming related to the visual representation of information on computer screens.

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I'm rendering a texture to a square. I have to scale the texture because it is 10 times wider than it is tall. In my fragment shader I divide both the X and Y texture coordinates (I'm using OpenGL), ...
Steven2163712's user avatar
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3 answers
2k views

I'm not asking about how to map the texture itself. I'm just wondering how I could go about evenly mapping a texture to an object so that it repeats itself instead of stretching to the surface. For ...
K.K. Slider's user avatar
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I am generating vertices for a sphere by normalizing the vertices of a cube. The coordinates of the vertices are mapped to [-1; 1]. . I want to get the normal vector of each vertex. My question is ...
MattMatt2000's user avatar
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2 answers
598 views

How to make something like this animation drawings that coming out from the car ? (I'm using android studio) The Game's Link : Finger Driver
J.N's user avatar
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I'm quite the novice in terms of my knowledge of game development, and I'd incredibly appreciate any further insight on this. To be a bit more specific, I encountered this video, (https://www.youtube....
SensualLettuce's user avatar
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1 answer
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I am building forward rendering engine combined with atlas shadow map technique. My goal is to build an engine that is capable of rendering similar scenes from games such as.. Doom Overwatch So I ...
Blue Bug's user avatar
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5 votes
2 answers
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Just getting into game development and wondering about fps. For example, Binding of Isaac can run at 60 fps, but looking at its sprite sheet, the walk animation is only 12 frames. The game animation ...
Aeolus's user avatar
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2 answers
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In example we've wrote some code in Pascal (graph unit) which rotates 3D object in oblique frontal (dimetric) projection in all octants positioned in center of them. The projection's type: The code 1 ...
Serious Angel's user avatar
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1 answer
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Some people claim that floats should be used for rendering vertices in modern graphics cards, because graphics cards are optimized for floating-point arithmetic and therefore, integer calculations are ...
Cpp plus 1's user avatar
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2 answers
120 views

Consider a 3D model for a spider that consists of a body and eight legs. The legs can be transformed (rotated) relative to the body. I am not sure what the common ways of rendering such a scene are, ...
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1 answer
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so i am creating a game similar to super-smash-bros, in which the camera should zoom in on players when they are close together, and scale back when they are apart. I create a window for my game via <...
Ryan Turnbull's user avatar
1 vote
1 answer
1k views

I would like to know how to take a defined image (e.g. a tile) in the LOVE game engine and draw it with a transparency that may vary per-frame. Stencils seem to only work for completely hiding parts ...
Vivian's user avatar
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4 answers
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Firstly, I'm sorry if this question doesn't make much sense or is poorly written - I have almost no experience with programming, and none at all with game development. I'm also not sure it's an ...
John P's user avatar
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I'm currently creating a 2d fighting game utilizing OpenGL and I have run into a problem where OpenGL is only drawing at my last initialized sprite position, regardless of how many sprites I ...
Jason's user avatar
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3 answers
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I am a high school student taking computer science as a subject, and someone who is very interested in the game development industry. I am currently writing an essay on Raytracing and Z-buffering by ...
Michael Moon's user avatar
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1 answer
660 views

In the following process of shader creation, shader object is detached after linking program (glLinkProgram), how does the shader program still works after detaching and deleting shader objects? ...
user2259784's user avatar
1 vote
1 answer
2k views

After searching far and wide for the solution to this, the only one I have been able to find that verifiably works is to the render a face to a framebuffer and then use a memcpy to copy that ...
Nyrox's user avatar
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58 votes
7 answers
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In the credits section of the games I play, there are names of graphics programmers. If they used a game engine, why do they need a graphics programmer? Isn't the game engine doing their job?
Shuvo Sarker's user avatar
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I'm using LibGDX, and I don't know where to start; I would like to deform a texture. Let's say I have a PolygonSprite, and I have vertices and a texture. Image 1 represents what I have. I would like ...
lesamgames's user avatar
1 vote
2 answers
2k views

I know that the Playstation 3 supported at least OpenGL ES 1.0, and the Vita OpenGL ES 2.0. But what about the Playstation 4 (and/or the new PS4 Pro)? Does anyone know for certain if it has native ...
AlexRamallo's user avatar
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1 answer
279 views

I've read a lot about transformations: model to world space, world to camera space and projection transformationsl but when programming it, I can't get things right. I think I'm missing something, so ...
Paulo Marcio's user avatar
1 vote
2 answers
4k views

I am currently working on a race game where I want to define the collision of my vehicle with the outer and inner borders of the track. If that happens to be the case I want to vehicle to bounce of ...
Ahmed Ali's user avatar
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2 answers
135 views

I am developing a Java 2D video game. I am trying to write code to generate points for a line (actually a projectile path), at a specified angle, from a given start point. There seems to be ...
user1104028's user avatar
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1 answer
82 views

This is the first game I've ever tried to make using Pygame and I am running into some issues displaying the player character and the enemy characters. I have a "main" game file and other ...
Taylor's user avatar
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-1 votes
1 answer
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For example in the new Doom, you can use a chain saw and slash an enemy apart, the enemy actually splits in half in the path of the chain saw. I know how to do the cheap effects where you store a copy ...
OMEGA27304's user avatar
2 votes
1 answer
630 views

Background/Issue: I'm pretty new to openGL and I'm trying to create a game engine (for learning purposes) and my program keeps crashing on my glDrawElements() call but only after trying to set ...
Jason's user avatar
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1 vote
2 answers
688 views

I am using cellular automata to randomly generate caves in Unity. Attached is a screenshot: The black area represents walls. Walls can contain resources that can be mined. Walls are made of blocks. ...
Simian's user avatar
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1 vote
1 answer
457 views

I see that e.g. in OpenGL it is possible to create a back buffer with an alpha channel (RGBA8888). What's the effect/advantage over having an RGB888 back buffer?
tyrondis's user avatar
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1 answer
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I have code that calculates where the user clicked inside an iso tile in an isometric map. The tile has a width of 1 unit and a height of 0.5 units. My code calculates where they touched inside the ...
user2292539's user avatar
1 vote
2 answers
4k views

I am creating 2D game engine in C# and I need some graphic API, so that user can draw sprites or convex vector shapes. I tried to use GDI+ for it. But I discovered that GDI+ is not GPU accelerated and ...
Ovidzikas's user avatar
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1 answer
770 views

I am trying to implement the Cook-Torrance BRDF within OpenGL, but I keep running into issues. The most obvious one are black patches and a bright spot at (0, 0). I checked my shader multiple times, ...
MKII's user avatar
  • 153
4 votes
1 answer
868 views

Lets assume I wish to render a large, 3D, star object in a game engine using OpenGL. I can use a few different meshing methods: this includes mapping a cube to a sphere (with better subdivision to ...
fuchstraumer's user avatar
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0 answers
2k views

I want to learn this so I could do some screen space particles in Unity. This is meant as a sort of "hello world" shader. my current script is: ...
Andreas's user avatar
  • 425
3 votes
2 answers
837 views

I am wondering how one could implement "paint" in games. As a reference, I have two games I am specifically thinking about which are Super Mario Sunshine with its "goo" and Splatoon. I'm wondering ...
Ellie's user avatar
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11 votes
1 answer
3k views

I want to achieve in Unity a see through effect like the one in these examples: In my specific scenario there are a couple of requirements: Sprites are using alpha blending, and sprites have ...
Leo's user avatar
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5 votes
3 answers
1k views

In my game the main screen is the playscreen. But because I want to draw the menu and the gameover screen on top of the playscreen, I don't create separate screens for them. But if I want to replay, I ...
Sharpirate's user avatar
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1 answer
95 views

Exactly how the question says , how does the vertex properties like vertex stride and the data stored in the mesh part decided based on the format of a model and how would i determine that and then ...
B0rn2C0de's user avatar
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28 votes
1 answer
16k views

I see the ddx and ddy glsl functions and the hlsl equivalents come up in shader code every now and then. I'm currently using ...
NeomerArcana's user avatar
29 votes
3 answers
15k views

What is better to use Animation Sheets or Gifs? One advantage Gifs have over Animation Sheets is that you don't have to think about frames going too fast or too slow because of your code and updating ...
Arek Żyłkowski's user avatar
0 votes
1 answer
764 views

How do I perform image masking/clipping using an arbitrary shape like a circle? I want to do an Iris Wipe transition, similar to in the movies. By Iris transition, I mean the circle transition ...
user2300947's user avatar
0 votes
2 answers
2k views

I know the answers are obvious, someone told me this: Graphics Programming: DirectX(or Direct3d), OpenGL, Vulkan, Metal.. Gameplay Programming: Bringing everything together. From design, music, ...
Abdulrahman Mushref's user avatar
2 votes
3 answers
5k views

I am currently trying to get into game development and trying to understand 3D games. I would like to learn to code from scratch without any 3D engines. Some of the things I found was libraries like ...
thephysicsguy's user avatar
1 vote
2 answers
288 views

My game has 8-bit sounds, 8-bit graphics, 8-bit everything. Except one thing: the level selection screen. It has small text and therefore must be hi-res to be readable. What should I do? Edit: The ...
user avatar
0 votes
1 answer
1k views

I know this is kind of a basic question, but I'm trying to create my own game from scratch and really don't understand this. How does the code of a videogame program certain pixels to be certain ...
Just a few questions's user avatar
0 votes
2 answers
478 views

So far I've put together a bare minimum of a DirectX 11 application. All it does is clear the window to a random shade of red. ...
Dan Wattle's user avatar
5 votes
2 answers
6k views

I know this has been asked before but I would like some things cleared up. I understand that game logic and rendering should be separated but my problem is more or less how? For instance, should the ...
Rabster's user avatar
  • 151
1 vote
0 answers
70 views

I'm thinking of implementing a 3D tile system for my engine, and tie it to it's world streaming system as well. As in, using it for it's terrain for an open world in an engine that theoretically can ...
moonshineTheleocat's user avatar
26 votes
8 answers
14k views

I started watching the Handmade Hero stream, where Casey Muratori creates a game engine without using frameworks or such. Yesterday I got to the part where he showed how an image is drawn onto the ...
user148013's user avatar
2 votes
2 answers
613 views

So, I was annoyed by how the HUD for my GameState was very pixel-ated and I wanted to change that through the use of anti-aliasing. However, it works with a small exception: It adds all these lines to ...
BlueJet's user avatar
  • 102
0 votes
1 answer
282 views

I am using Java and the Slick2D library. I've been testing around with ways to develop a Player Graphical User Interface (GUI) (to show armour, items picked up, weapons equipped, etc). The one ...
BlueJet's user avatar
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