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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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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 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 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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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 ...
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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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I have the following quaternion, created from an angle and an axis ...
Stégosaure'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'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
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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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4 answers
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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
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2 answers
982 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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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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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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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
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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, ...
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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
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2 answers
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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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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
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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
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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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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
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
1 vote
0 answers
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
56 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
1 vote
1 answer
147 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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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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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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1 answer
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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
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57 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
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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
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
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
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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
  • 261
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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13 votes
4 answers
6k views

In developing a 4x multiplayer game where players should cooperate to implement any of the four Xs. I am interested in containing all information about the world and characters (players location, ...
Vitalii Piatnytskyi's user avatar
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1 answer
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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
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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
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
9 votes
6 answers
4k views

I am making a shoot em up game with an aerial view. It’s main gimmick is that, instead of working like a machine-gun, your character throws a boomerang that hit the enemies both on the way there and ...
Alexis Mercado's user avatar
0 votes
2 answers
119 views

I had some questions about Physics / Rigidbody in Unity. I have a 2D sprite with a collider. The 2D sprite is simply a card that I place on a table with the mouse. I use the collider for raycasting (...
Curio's user avatar
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0 answers
69 views

I need help with how to apply greyscale shading to objects in a 3D renderer I made in Python. The code is pasted below: ...
BrainBonkers's user avatar
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
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
2 answers
128 views

The "Car" in question is a plane. The question is pretty self explanatory. Here's the Car in the Hierarchy: Here's the car in the inspector: And here's the PlayerMovement script: ...
IamaPineapple24'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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0 votes
1 answer
146 views

My question relates to content rotation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are ...
Arunabh's user avatar
0 votes
0 answers
60 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
1 answer
126 views

I am trying to bake a scene with these settings: and getting artifacts like squares and noise on walls: I did try to solve it for quite a while, checked this whole documentation, tried higher number ...
Paul Brecelj's user avatar
1 vote
1 answer
59 views

My understanding is that, in general, we can supply data to the GPU in some format (in D3D, as defined by DXGI_FORMAT_xxx) and it will be implicitly converted to ...
Benjamin's user avatar

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