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Questions tagged [pipeline]

Generally speaking; the order of different stages in a workflow. One example is the order in which certain methods and tools are used when graphical assets for games are produced and then imported into the game engine. Another example is the order in which graphical information is processed inside a graphics card.

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32 votes
12 answers
91k views

What tool do you use to convert ttf fonts to bitmap fonts? Following is a list of features I'm looking for. I'd be happy with any tool really, but one that had these features would be better. ...
13 votes
2 answers
1k views

I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
stanleyerror's user avatar
12 votes
3 answers
2k views

Both graphics APIs (OpenGL and DirectX) devise a well defined pipeline in which several stages are programmable. These programmable stages require to take a fixed minimum amount of data and are ...
The Light Spark's user avatar
10 votes
2 answers
1k views

How minimal should a games engine be? How much of the content pipeline should be embedded in the engine? Some use cases where the super engine might be useful: When loading user content, the user ...
deft_code's user avatar
  • 7,642
10 votes
1 answer
4k views

I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made ...
fakhir's user avatar
  • 409
8 votes
4 answers
1k views

Which continuous integration technology & software would you recommend for use with games? Also are there any build technology libraries or specific languages you would recommend to use when a ...
8 votes
1 answer
2k views

I found this article on implementing an input pipeline for Android, but I don't really understand how it works. I also don't completely understand the programming concept of a pipeline or a pool ...
TMV's user avatar
  • 183
8 votes
4 answers
3k views

I've done some digital paintings and concept sketches in the past, and I was thinking about employing those skills in my game making efforts. From an artists standpoint, what does he have to do ...
7 votes
1 answer
1k views

I've been reading around online and through books and still can't quite figure out what exactly tool pipelines are within the game industry.
rango's user avatar
  • 91
7 votes
4 answers
2k views

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games)....
Slaus's user avatar
  • 427
6 votes
2 answers
3k views

I'm using Box2D for a Game Programming course, and I was wondering if it is possible to choose the best shape and size of shape for the rigidbody/fixture for a sprite based on its transparency. I've ...
vdwtanner's user avatar
  • 165
6 votes
2 answers
1k views

Let's say I have an xml file which looks like this ...
Zeta Two's user avatar
  • 163
6 votes
1 answer
1k views

Having noticed that UDK (Unreal) and Unity 3 include similar pre-computed visibility solutions that unlike Quake are not dependent on level geometry, I've been trying to figure out how the calculation ...
U62's user avatar
  • 1,135
6 votes
0 answers
313 views

I'm learning DirectX12 right now and I'm missing a few pieces of the puzzle in my own head on the overall structure of how you would setup a game. Specifically, I'm trying to get an idea of how ...
FAtBalloon's user avatar
5 votes
3 answers
1k views

Can you explain why clipping takes place after the illumination process in the rendering pipeline? Would it be not cheaper to clip first and do then the illumination?
Evgenij Avstein's user avatar
5 votes
4 answers
664 views

I'm creating a game on the android platform that uses the resources/raw folder for assets and scripts. The problem is that every time I change something I have to rebuild the application to test the ...
Sebastian Bugiu's user avatar
5 votes
1 answer
539 views

If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on ...
user827992's user avatar
  • 1,971
5 votes
1 answer
12k views

I created a simple Model framework in C++ 11 so that the same model can be rendered in different parts of a scene. What I am trying to figure out is how to reference VertexBuffer data already "set" ...
Wind And Flame's user avatar
4 votes
3 answers
2k views

I would like some insight about how to place an image with an alpha, and a certain amount of opacity, on the top of everything that is rendered. What's the cheapest way to do that? I use C++ with a ...
user827992's user avatar
  • 1,971
4 votes
1 answer
840 views

When using a gamma-correct pipeline, you have to work with floating-point rendertargets. Otherwise, you will get severe banding due to the insufficient precision of the usual 8-bit-per-channel integer ...
LTR's user avatar
  • 300
4 votes
2 answers
934 views

Basically I'm trying to export a model in fbx format through the XNA content processor and I'm finding that the model itself is getting modified and being shifted slightly to the right and being ...
meds's user avatar
  • 1,480
4 votes
1 answer
4k views

Is it possible for me to create a custom script that will fully disable auto refresh everywhere within Unity (not just on script changes; in my case, asset creation/deletion in addition to everything ...
skplunkerin's user avatar
4 votes
2 answers
8k views

I am a new game developer, working on a 2D platformer game. I am working with my friends who can make sketches on paper and import them to Photoshop to paint, as none of us have worked on an actual ...
rangrot's user avatar
  • 43
4 votes
2 answers
929 views

I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I do (...
rFactor's user avatar
  • 671
3 votes
4 answers
256 views

I am still in pre-dev phase - creating Assets, editing storyline, doing OOP analysis. I plan to make game in UE 4 and would like for game to have VR support. Would it be good idea to start right away ...
VolodymyrNaz's user avatar
3 votes
3 answers
199 views

I'm looking more for high level role such as producer/manager of the group making the tools for a content pipeline. This would be for a large AAA studio. Also what kinds of tools are they creating?
bluesixty's user avatar
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3 votes
2 answers
796 views

My main goal is avoid using an external program like SpriteSheetPacker. I would like to just use sequenced PNGs and have the sprite sheets be made, updated, and saved automatically when I build my ...
AttackingHobo's user avatar
3 votes
2 answers
3k views

I'm working on a 2D action RPG. One of the issues I run into is art; in the vein of Flash games like FF7, Secret of Mana, or Epic Battle Fantasy, I would like to actually display the weapon with the ...
ashes999's user avatar
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3 votes
1 answer
1k views

I'm trying to retrieve the names of the texture files (or their locations) on a mesh. I realize that the texture file name information is not preserved when the model is loaded. I've been doing ...
Ashley Grenon's user avatar
3 votes
1 answer
882 views

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
danijar's user avatar
  • 5,751
3 votes
1 answer
428 views

I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found ...
zacharmarz's user avatar
  • 3,949
3 votes
0 answers
49 views

First time making a 3D game so could use advice. The designer is creating 3D characters with Cinema 4D (https://www.maxon.net/en/products/cinema-4d/overview/). What steps are required to go from his ...
Crashalot's user avatar
  • 141
2 votes
1 answer
4k views

I've looked at this Wikipedia's link, http://en.wikipedia.org/wiki/Graphics_pipeline, but the article lacks in-depth explanation. The only thing, I suppose, I understand and can expand upon, is, ...
tomsseisums's user avatar
  • 3,366
2 votes
5 answers
870 views

I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to ...
Antoine Lassauzay's user avatar
2 votes
2 answers
1k views

I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not: Each major task (drawing, physics, logic, networking, disk I/O) will have its own isolated ...
okw's user avatar
  • 163
2 votes
3 answers
3k views

I've already asked similar but a bit unclear question here but this time I will be very specific and to the point. Suppose I have an actor which grabs a power up. He starts to glow using bloom shader ...
fakhir's user avatar
  • 409
2 votes
1 answer
2k views

I am reading Practical Rendering and Computation with Direct3D 11. In the book the D3D11 pipeline is often described with this image: In the Chapter about resources, Paragraph about buffers, I ...
wip's user avatar
  • 318
2 votes
1 answer
11k views

I am a pixel artist with very little programming knowledge. I have read that it's possible to use Texture Packer to do batch conversion of pvr.ccz files to png using the Command Line Tool. How do I ...
Sammy the gofer's user avatar
2 votes
1 answer
2k views

For an artist who won't be dealing directly with the code, what formats for 2d animation could they use that would be portable into an android game? In my particular case there are no collision ...
lathomas64's user avatar
  • 1,362
2 votes
1 answer
4k views

I'm trying to integrate ECS design into my game engine. Currently I'm trying to mimic the components of unity (although not pure ECS) with MeshFilter (holds ...
Jorayen's user avatar
  • 121
2 votes
1 answer
268 views

I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
Esa's user avatar
  • 1,501
2 votes
3 answers
4k views

I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of ....
Zabby's user avatar
  • 35
2 votes
0 answers
358 views

This topic is about ways to handle light volumes in a deferred lighting pipeline. I currently have a deferred lighting pipeline where spheres are sent to an openGL GLSL lighting shader. The sphere ...
slexov's user avatar
  • 21
1 vote
1 answer
2k views

While refreshing my mind on OpenGL ES, I decided to read a few of the books I brought a while back and search for some tutorials online. Whilst doing so, I came across many beginner's tutorials that ...
Unheilig's user avatar
  • 525
1 vote
2 answers
2k views

I am using the '3D Models' chapter of Learning XNA 4.0 to further understand 3D implementation in XNA, but I am running into an unhandled exception, when I try to draw each mesh. Here is my basic Draw(...
Gnemlock's user avatar
  • 5,333
1 vote
1 answer
417 views

At first I thought clipping happens before projection since new vertices may be added and the output of projection is in NDC which is 2D. However after a lot of googling, I found that some articles/...
EternalWind's user avatar
1 vote
1 answer
863 views

I am currently in school studying game design and programming and I am wondering, simply: How are games updated? Whenever I create simple, little programs, if I change anything, essentially the ...
Dr Negative's user avatar
1 vote
1 answer
408 views

I am writing a game project in Go and I am using an OpenGl 3.3 core context to do my rendering stuff. At the moment I have different types of renderers. Each renderer has it's own pair of vertex- and ...
Arne's user avatar
  • 977
1 vote
2 answers
189 views

A while back I was looking for a way to export / load Models in XNA for animations. I took the advice from a comment, and tried using the "SkinnedModelProcessor" he linked me to. It worked great at ...
Full Metal's user avatar
1 vote
0 answers
1k views

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
user5716904's user avatar