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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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6 votes
3 answers
1k views

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
2 votes
2 answers
925 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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2 votes
4 answers
248 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
0 votes
2 answers
183 views

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
0 votes
1 answer
135 views

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
0 votes
3 answers
148 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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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
  • 261
0 votes
2 answers
143 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
0 votes
1 answer
141 views

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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0 votes
2 answers
142 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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1 vote
1 answer
124 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
1 vote
1 answer
59 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
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0 votes
1 answer
89 views

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
0 votes
1 answer
43 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
51 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
0 votes
0 answers
60 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
52 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
0 votes
1 answer
40 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
  • 59
0 votes
0 answers
42 views

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
0 votes
1 answer
64 views

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
48 views

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
0 votes
0 answers
37 views

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
0 votes
0 answers
45 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
0 votes
0 answers
32 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
0 votes
0 answers
52 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
1 vote
0 answers
24 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
  • 11
0 votes
0 answers
31 views

-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
0 votes
0 answers
28 views

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
0 votes
0 answers
20 views

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
0 votes
0 answers
22 views

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
  • 1,031
0 votes
0 answers
20 views

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