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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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1 answer
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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
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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
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1 answer
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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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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 ...
Eugene Khyst's user avatar
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3 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
135 views

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 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), ...
Acerx.AMJ's user avatar
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2 answers
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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 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
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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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1 answer
122 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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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
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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, ...
Zibelas's user avatar
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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 ...
Chriskrakou'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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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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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 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
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2 answers
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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
2 votes
4 answers
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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
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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
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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
1 vote
1 answer
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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
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3 votes
1 answer
148 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
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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
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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 ...
Luke B.'s user avatar
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3 answers
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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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1 vote
1 answer
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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
1 vote
0 answers
23 views

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 ...
R B's user avatar
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1 answer
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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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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 ...
Manas R. Makde's user avatar
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0 answers
54 views

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 ...
Manas R. Makde's user avatar
1 vote
0 answers
51 views

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 ...
steamdog's user avatar
1 vote
0 answers
48 views

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 ...
Александр Куликов's user avatar
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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
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1 answer
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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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2 answers
111 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 votes
1 answer
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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
56 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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0 answers
46 views

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: ...
Manas R. Makde's user avatar
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1 answer
64 views

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 ...
Ashiepaws's user avatar
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0 answers
67 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
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2 answers
121 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
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0 answers
44 views

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.
Nobody's user avatar
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0 votes
1 answer
73 views

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'...
philB's user avatar
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1 vote
1 answer
88 views

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 ...
Ashiepaws's user avatar
1 vote
1 answer
64 views

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 ...
Benjamin's user avatar
0 votes
1 answer
75 views

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 ...
philB's user avatar
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0 votes
0 answers
42 views

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 ...
Andy Isbell's user avatar

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