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everyone. I am working on a game that relies pretty substantially on "faking" 3D by using different parallaxing and polygonal transform techniques. In a current example, I am working on a ...
Peanut's user avatar
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163 views

I want to use Assimp skeletal animation in a GLUT program using the least possible libraries. I want to do the interpolation of the animation myself. How do I render a frame of the animation by doing ...
Opengraphicspros12's user avatar
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72 views

What is the neatest way in a strict OOP language (c++ say) to avoid the following circular dependency. Imagine I create a character class and a world class. A character requests data from the world to ...
BadUsername's user avatar
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106 views

I am a fairly new user of pygame and i decided to start out with a simple but 'funny' game. I have successfully implemented jumping mechanics, movement mechanics and a one directional shooting ...
George Guise's user avatar
1 vote
1 answer
146 views

Assume I have an export "arena_size". I would like to 'pre-process' this export so that whatever value user inputs in the inspector gets multiplied by 2 Like so: ...
Gaylord Sueltenfuss's user avatar
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I'm using Godot 4.4.1 and currently learning how to build auto dungeon generator. The dungeon "room" is developed using TileMapLayer. Room parent are set to ColorRect for background. I use ...
ariefbayu's user avatar
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I am facing the same problem over and over again with Dynamic Lights in Unity and don't know where next to look. I am still learning Unity so maybe I'm missing something trivial because it happens in ...
rupps's user avatar
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1 vote
1 answer
341 views

Godot 4.2 @export is rather useful as a time saving feature for node customization. We already have the @export_enum that can give user a dropdown list of choices. However, @export_enum is "...
Gaylord Sueltenfuss's user avatar
1 vote
1 answer
182 views

I have the following script attached to a simple control node designed to create a custom property "label": ...
Gaylord Sueltenfuss's user avatar
1 vote
1 answer
145 views

I'm trying to optimize a bit. Assume we have an in-game "Item" object made from a simple TextureRect (no children). Naturally, in editor mode I'd like to be able to see that item's icon (and ...
Gaylord Sueltenfuss's user avatar
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119 views

I want to know some methods of storing the voxel data in a game like Infiniminer or Minecraft in a C++ program. What file types can do this easily? The voxel values will be big possibly a trillion by ...
Opengraphicspros12's user avatar
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133 views

I submitted a top-down shooter made in Godot (HTML5 export) to CrazyGames, but it was rejected without any detailed feedback. The name of the game is "Spacy Type" (available to preview here)....
KingGD's user avatar
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1 answer
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I'm trying to implement a "rounded square" player character's icon in the UI. The actual .png of the icon is, of course, square, 256x256 px, so the UI element must round its corners "on ...
Gaylord Sueltenfuss's user avatar
1 vote
0 answers
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I recently submitted my HTML5/WebGL game to CrazyGames.com, but unfortunately it was rejected without specific feedback. Here’s the preview link: https://www.crazygames.com/preview/25901363-36f7-4d64-...
KingGD's user avatar
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37 views

I know of two different ways to specify a root signature in DX12, and those are: Creating one with D3D12_VERSIONED_ROOT_SIGNATURE_DESC and ...
Joni Helén's user avatar
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32 views

Hi im trying to select voxels in a voxel world that are at the center of the cameras view. The players camera X,Y,Z position and its rotations are known. The camera works in this program. I tried ...
Opengraphicspros12's user avatar
2 votes
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117 views

My girlfriend and I are designing a small app to track our Magic The Gathering games. We want to use our game data to rate our decks, ourselves and generate game suggestions. Elo seems like the ...
Felix ZY's user avatar
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1 answer
62 views

I have a Unity scene that works fine in editor, but always crash after being compiled into an executable with .NET/Mono backend, so I enabled stacktrace logging and dump the whole log into a file: <...
tribbloid's user avatar
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1 answer
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I made a WebGL game at https://jugglecats.itch.io/startastic (password is "password"), but the game was far too large, making it take a too long to load. Upon inspecting the build report (...
Almenon's user avatar
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129 views

My game loop looks roughly like this: ...
pan's user avatar
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1 answer
103 views

I am creating an AR game in where I would like to virtualize an 8-ball pool table. Since semantic labeling is practically useless, I would like to have some manual placement of objects and some ...
shanji97's user avatar
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48 views

I’m somewhat new to 3D game development having briefly played with unreal engine. I tried installing Godot 3.2 from apt but it won’t let me do anything because the openGL drivers are too new for my Pi ...
Giwby Albatross's user avatar
0 votes
2 answers
87 views

I have this function that spawns an Icon from a world position and animates it to correct UI position. In editor it works fine but in apk on phone it has a wrong starting position. Now as I understand ...
Ivan's user avatar
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0 answers
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Here is the screenshot of a model I downloaded over. In the import settings inspector you can see (my interpretation — correct me if I am wrong please): Unity detects that its scale is in millimeters....
Muhammad Faizan Khan's user avatar
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194 views

I have a voxel game where I want to know which block the players camera is facing. To do this I have a line the distance allowed for the player to interact with the world cast from the center of the ...
Opengraphicspros12's user avatar
-1 votes
1 answer
82 views

In the editor, it does not matter if I set the resolution in the game view to my pc resolution (1920x1080) or to "Free Aspect". The only thing that changes is that in "Free Aspect",...
Daniel Lip's user avatar
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1 vote
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42 views

I made a character model with a rig for my game in Unity. The model itself is fine both in Blender and Unity. I decided to add customization of the character's clothing, which means that I need to ...
staff's user avatar
  • 31
1 vote
1 answer
112 views

I am currently modding in keyboard and mouse support for a Unity game that only supports controllers. The game is in an isometric style, and as such, the game camera is slightly tilted. The original ...
cyanic's user avatar
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1 vote
0 answers
157 views

I'll preface the wall of text below by saying that I've next-to-no experience with game design/programming. But I've a situation that might be fairly interesting to folks here. I'm currently working ...
Andorrax's user avatar
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0 answers
47 views

I have imported NVDIA USD File assets in Unity and for this use the Importer by Unity (com.unity.importer.usd). It successfully showed the USD file in the scene as object but the problem is material ...
Muhammad Faizan Khan's user avatar
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0 answers
66 views

Perspective Euclidean rendering makes use of the W coordinates in a 4-component vector by recording distance information into it and let GPU do the scaling/normalization. Hyperbolic and non-Euclidean ...
DannyNiu's user avatar
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0 answers
118 views

I am working on a top down 2D grid based game, where as it is currently, units have a movement and an attack range. An example of this: The blue squares are tiles the selected unit can move to, the ...
starrider's user avatar
0 votes
2 answers
122 views

I am trying to make a camera system for a 2D platformer, with three camera modes to begin with: Follow, normally following the player Horizontal: Y is set, X follows player Static: Locked to a certain ...
CheckerT's user avatar
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0 votes
1 answer
320 views

Does anyone have any insight or at least a guess as to how the spell system works in Noita? The game is done in C++, and it has spells that can be modified with other spells and spell modifiers that ...
Spoon's user avatar
  • 11
0 votes
1 answer
152 views

I'm developing an ECS framework in C++ and after doing every optimization I could think of, the comparison with a naive array look up is terrible. It's 10x worse in debug mode and 3x worse in release ...
Cool guy's user avatar
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0 answers
94 views

Unreal Engine 5 First Person BLUEPRINT default level Basic The default cloud VolumetricCloud looks blurry in the sky can someone tell me step by step how to fix this m_SimpleVolumetricCloud_Inst I ...
witch's user avatar
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1 vote
0 answers
46 views

I would like to make the square move strictly along a square trajectory. The square will later be used to mask the main sprite. How to achieve this result? How to move the square along the square's ...
White Raven's user avatar
1 vote
1 answer
189 views

From everything I've researched, Vertex Array Objects (VAOs) are essentially just a trick, based on the fact that OpenGL keeps some kind of internal stack, so that when you bind the VAO, which ...
user29889977's user avatar
19 votes
2 answers
3k views

This was a question asked during an interview, and I was absolutely stumped. Let's say that there's a levelling system in the game. If you defeat an enemy, you get "n" XP. By the time you ...
minimalDiannao's user avatar
0 votes
2 answers
136 views

I'm following CodeMonkeys 'Learn Unity Beginner/Intermediate' and I'm at the animation section. i tried doing it myself after watching it and I am pretty sure I did all the steps. But I reached the ...
Mohamed Nasser's user avatar
1 vote
1 answer
275 views

What I'm puzzled about, is why most tutorials on graphics programming speak of creating a composition of transformation matrices - which are then applied in a single loop (to each vertex). I did the ...
Jared Kosiba's user avatar
0 votes
0 answers
64 views

I’m working on a liquid shader in Unity and could really use some help making it look more realistic. I’m going for that nice touch of transparency, reflections, maybe a hint of refraction—just ...
Dylan Ball's user avatar
0 votes
0 answers
71 views

I will use Addressables to load multiple assets of type Bag that share the same AssetLabelReference. So I will load them using ...
Ahmed Dyaa's user avatar
1 vote
0 answers
162 views

I was making a game, or rather using an asset from the Unity asset store, while making changes to the final version of the game, and as my first experience I decided to publish this game on Google ...
staff's user avatar
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4 votes
0 answers
81 views

I'm developing a mod for a closed source game, which rewrites the netcode and game state handling systems to use GGPO. Working on the state save/load systems, I'm noticing a lot of issues dealing with ...
MetalCrow's user avatar
0 votes
0 answers
128 views

I have a three-dimensional surface represented by a 3D grid of cells. This 3D grid of cells is in turn represented by a 3D matrix, whose entries are nonzero if a cell corresponds to a "surface ...
PerplexedDimension's user avatar
0 votes
0 answers
46 views

I'm making a mod in Fabric for easily switching between the saved creative hotbars, fully client side. Right now though, when I try to update the hotbar and copy the items over from the saved hotbar, ...
Paul Dannoot's user avatar
0 votes
1 answer
232 views

Here is what I want to achieve, health bars that stay perfectly above the units, regardless of where the unit moves or where the camera is: https://www.youtube.com/live/fZSaPDz-GJc?si=B868wwF5KAPCuEtw&...
Pascal Claes's user avatar
0 votes
0 answers
74 views

I bought an asset and it had wheat assets in it and I wanted to use it to plant in the field in my game, but they are not visible when the camera moves a certain distance away. There is no change even ...
Volkan AKDAG's user avatar
0 votes
0 answers
70 views

I want to add bicubic filtering to my software raytracer. I have a texture that can contain arbitrary data. I want to sample that texture by bicubic interpolation (bilinear isn't smooth enough). Here ...
TheChamp's user avatar
  • 103

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