Unanswered Questions
16
votes
0answers
545 views
How can I get PagedGeometry grass to receive shadows?
I made the switch to Ogre3D (v1.7) and to using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grass. In a nutshell, I would like to achieve this kind of ...
9
votes
2answers
357 views
Entity component system - game progression
I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this:
I've been reading about ...
9
votes
2answers
389 views
How can I create a 2D “gooey”/“sticky” separation effect?
I want to create an effect similar to this animation where two shapes separate over time but are connected (for a time) by something gooey that stretches and eventually breaks. Like pizza cheese, but ...
9
votes
0answers
140 views
Dual Contouring - Finding the feature point, normals off
I am following this tutorial to implement Dual Contouring
http://www.sandboxie.com/misc/isosurf/isosurfaces.html
My data source is a grid 16x16x16;
I traverse this grid bottom to top, left to right, ...
9
votes
1answer
398 views
Load ads in splash screen?
I have some ads that take a very long time to load. I was wondering it it is possible to have them load while the use was in the splash screen. I have looked at this answer:
http://stackoverflow.com/...
8
votes
1answer
149 views
Collisions between players in multiplayer racing game
I'm creating a simple racing game (spaceships, no gravity) using p2.js, phaser and node.js.
What I have done:
Client receives world state from server:
extrapolate other players based on latest ...
8
votes
2answers
308 views
BRDF and Spherical coordinate in ray tracing
I developed a ray tracer that use standard phong/blinn phong lighting model. Now I'm modifying it to support physically based rendering, so I'm implementing various BRDF models. At the moment I'm ...
8
votes
0answers
280 views
How to cache resources in my homebrew rendering system
Background:
I am designing a simple 3D render system for an entity component system type architecture using C++ and OpenGL. The system consists of a renderer and a scene graph. When I finish the ...
8
votes
2answers
316 views
Rotating a 3rd person camera toward a target
I have a 3rd person camera that doesn't look directly at the player but somewhere in front of him.
When the user enter shooting mode, I want the camera to turn around the player to face the target.
...
7
votes
1answer
276 views
Depth Peeling implementation problem: How to render the next layer? (OpenGL)
I try to implement order-independet transparency sticking to the pseudo code in the linked paper (page 4). I can't figure out how they are able to do this in OpenGL.
I am rendering the scene two ...
7
votes
0answers
149 views
How do I run functional tests against my Unity3D game?
Context
I am continuing some legacy code for a game in Unity3d, and I want to write some functional tests meant for regression, to ensure I don't break things when implementing new things or when ...
7
votes
0answers
371 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 ...
7
votes
1answer
670 views
Word game - board implementation?
I'm working on a boggle type game for android, using libgdx. The user is presented with a 4x4 grid of letters and must find words by dragging their finger over the letters.
Unlike boggle I want used ...
7
votes
2answers
466 views
OpenGL Fast-Object Instancing Error
I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map>, where an object of class ...
6
votes
0answers
76 views
Learning how to make imposters manually in Unity - how to render an object to a texture not what camera sees?
I am trying to learn the most performant way to make an imposter in Unity manually - not using pre-fabricated solutions.
My first guess is that it should be achieved by using RenderTexture and a ...