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2
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GGPO / peer to peer winstate
How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
0
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1
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1k
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Multiple AudioSources or one AudioSource with multiple AudioClips?
I have a character with a bunch of different attacks + sound effects in Unity.
One way to architect this is to create a single AudioSource, and then set the AudioSource.clip to a specific sfx each ...
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1
answer
141
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Resource management in ECS?
I'm new to ECS. And I'm trying to create my own game in ECS. I want to ask what's the common way to do some resource management. For example, it's very common to load and unload images from disk in ...
1
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0
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103
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How to port web-based video game to other consoles?
I'm rather new to video game development, as I have only released one indie game on the web. Every time I have demonstrated the game at a public event, it has always received some kind of reception. ...
0
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2
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970
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Parallax background in with depth in Phaser 3
I'm working on a 2D space shooter type of game in typescript using Phaser 3 and am trying to get a parallax background with different depths going. But I'm having trouble getting the math right.
You ...
6
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2
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3k
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Reading from a staging 2D texture array in DirectX10
I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. ...
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0
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66
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Why does a colliding object immediately disappear?
I'm trying to make an enemy collide with collision tiles in GML. I don't think there should be anything wrong with it; it compiles, but every time the enemy either immediately disappears, or just ...
1
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1
answer
409
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Vertex displacement shader graph shows unexpected creases at the beginning and end of a gradient texture
I'm trying to perform a basic vertex displacement by means of a horizontal gradient:
I'm using an on-the-fly created plane mesh. Most of this process is clear to me. I'm not understanding where the ...
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2
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344
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How to get rid of color border in linear gradient texture 2d
I'm trying to use a linear gradient to displace a plane mesh via vertex displacement in the visual shader editor. However, the linear gradient always seems to drop back to the start color just before ...
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0
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71
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Specifying a "default value" for parameters when binding functions to delegates?
Let's say I have a class UFoo which has a dynamic delegate myDelegate with no parameters. I cannot modify the contents of ...
1
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1
answer
131
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Understanding the math behind procedural aiming animation
I'm creating a procedural aiming animation system in UE5 as a learning experiment.
In order to position the hand for aiming down sights, I'm using a forward vector from player camera to project out a ...
1
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1
answer
2k
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How would joints work in an impulse-based physics engine?
I want to learn about physics engines, especially impulse-based ones. So I've followed along this tutorial to create some simple rigid-body physics:
http://gamedevelopment.tutsplus.com/tutorials/how-...
10
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1
answer
3k
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How can I Implement spin in billiard game?
I'm not sure that you played billiard or snooker before.if you played you should know about spin.
but anyway if you don't know about it you can see it in this video
I want to Implement spin like this ...
1
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0
answers
35
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Camera is skipping frames after turning a little bit
I'm observing that when I move the camera a little bit it works normally, but if I move more then I'll skip chunks of the screen.
I enabled "press CTRL twice to show cursor" with Powertoys ...
1
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0
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142
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Resolution-independent rendering of crisp 2D graphics (non-pixel-art)
I’m a beginner developing a 2D game in SDL2 using C with a visual style that uses crisp high resolution graphics (like geometry dash and Hollow Knight -- not pixel art). I want the game to scale ...