Newest Questions
57,718 questions
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How to properly manage vertical offset for ghosts oscillating between tiles in Pac-Man ghost house
-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 ...
1
vote
1
answer
38
views
Is there a "best practice" for making changes to packages
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 ...
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0
answers
31
views
Procedurally generated 2D planets [closed]
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 ...
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1
answer
83
views
Decelerating player's momentum without changing direction
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-...
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0
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25
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Active ragdoll in Godot 4.5: how to achieve good results?
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 ...
6
votes
3
answers
1k
views
Do customizable blank-slate protagonists limit the narrative potential of action RPGs?
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 ...
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2
answers
135
views
Why is it so difficult to port Windows games to Linux?
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 ...
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37
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Need help with 2D player controller
I'm trying to create a 2D side-scrolling player controller like in Terraria, but I can't get the delta time right. If I set my laptop's mode to battery saver, my character jitters (from dt jitters), ...
2
votes
2
answers
922
views
Is it worthwhile to use events when there’s only one subscriber?
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, ...
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votes
1
answer
41
views
Capsule collision sticking in mirrored section of level
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 →...
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45
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how to implement event system with SDL2?
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 ...
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vote
1
answer
122
views
How does one efficiently render depth in an oblique top-down "2.5D" game?
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 ...
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0
answers
60
views
How to model tic-tac-toe as a Model View Controller Pattern in JavaFX?
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 ...
12
votes
1
answer
1k
views
Destroying the parent when all children are destroyed
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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0
answers
20
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Controlling a material attached to a Post Process Volume's opacity in Unreal 5.5.1
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 ...
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1
answer
141
views
How to make enemies spawn off-screen in Godot 4.5?
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....
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1
answer
135
views
In game engines and 3D rendering, which coordinate system results in the least amount of operations to transform and render scenes?
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,...
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2
answers
141
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Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?
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:
...
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0
answers
52
views
How to implement a bilateral filter in a shader?
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 \...
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votes
2
answers
181
views
Do GPUs re-draw a all of a character's vertices/triangles/fragments every frame?
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 ...
2
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4
answers
247
views
How are deltatime overshoots typically dealt with--or are they dealt with at all?
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 ...
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0
answers
42
views
Coding a health and stamina bar above player in Adobe Animate
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 ...
0
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1
answer
64
views
Is an assumption of Welzl’s algorithm valid?
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 ...
1
vote
1
answer
59
views
Animation can't disable gameobject
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 ...
3
votes
1
answer
148
views
What’s the correct / idiomatic way to pause a game in Unity?
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 ...
1
vote
1
answer
45
views
Sign out of Google Play Services through code
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:
...
0
votes
0
answers
22
views
Can Godot's AnimationTree blend multiple skeletons using Animation Playback Tracks?
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 ...
0
votes
3
answers
148
views
How do big open worlds handle Object Pooling?
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 ...
1
vote
1
answer
51
views
Can't get a Prefab to scale down accordingly inside a Container
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 ...
1
vote
0
answers
23
views
Halftoning Multipass HDRP Unity
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 ...
0
votes
1
answer
40
views
Godot Multiplayer Player Doesn't Spawn
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 ...
0
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0
answers
20
views
How to set only the yaw in Transform (Modify) Bone node?
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 ...
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0
answers
54
views
Storing reference of delegate in pointer
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 ...
1
vote
0
answers
51
views
How can I integrate a library that expects backend events into my own event system?
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 ...
1
vote
0
answers
48
views
How to integrate QML UI into a custom Vulkan renderer without using a separate window
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 ...
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0
answers
114
views
How do I render points in 3d space given spherical coordinates?
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 ...
0
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1
answer
74
views
Can PNG format be used for alpha channel-packing for URP shader in Unity engine?
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 ...
0
votes
2
answers
111
views
When should an object with a collider have a rigidbody?
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 (...
0
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1
answer
116
views
Weird artifacts after baking in Unity
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 ...
1
vote
1
answer
56
views
D3D11 type conversion rules
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 ...
0
votes
0
answers
46
views
How to detect which physics body of skeletal mesh has overlapped?
I have a skeletal mesh with a Physics Asset assigned to it as such:
This skeletal mesh is used within an ACharacter with collision settings as such:
And an actor which has the overlap event as such:
...
0
votes
1
answer
64
views
Rendering Sprite from tightly packed atlas onto RenderTexture
I'm currently working on a Unity BepInEx Plugin that should allow users to customize certain textures in the game. As part of this, I need to extract sprites from a sprite atlas into individual ...
0
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0
answers
67
views
Applying greyscale shading to objects in a Python 3D renderer
I need help with how to apply greyscale shading to objects in a 3D renderer I made in Python. The code is pasted below:
...
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2
answers
121
views
Why is my rigidbody not moving when I press the buttons? I can't see any reason it shouldn't
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:
...
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0
answers
44
views
Can a single large SSBO in vulkan store different types of structs?
I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader.
0
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1
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73
views
Difficulties for GPU rendering of a cone using parametric equation
I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
1
vote
1
answer
88
views
Drawing textures to a RenderTexture + rotating in 90° intervals
For context: I am currently working on a BepInEx Plugin for the Unity-based game Hollow Knight: Silksong. The goal is to be able to replace the base game sprites with custom ones. The game uses Sprite ...
1
vote
1
answer
64
views
D3D11 batching with texture arrays
When employing texture arrays how does typically communicate the associated indices when rendering to batch as much work as possible per draw? The only approaches I can think of are:
Supply texture ...
0
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1
answer
75
views
How to make volumetric scanning effects
I have an effect where a character has a small tool that emit a sort of scanning effect to detect some property of an object. My FX is simple as it uses a pyramidal mesh whose top is positioned where ...
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0
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42
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How to handle draw events without synchronization issues
So in my game I'm using a message queue for everything, very similar to an event manager or event queue pattern. I've seen that lots of people use them, and they decouple when the event fires and ...