Newest Questions
57,686 questions
- Bountied 0
- Unanswered
- Frequent
- Score
- Trending
- Week
- Month
- Unanswered (my tags)
0
votes
0
answers
43
views
Aligning OpenStreetMap data with Cesium 3D tiles
I have my OpenStreetMap data exported using QGIS as a gltf file, and I'm trying to align it with Cesium 3d tiles for my high resolution model.
The problem is that both have different coordinate ...
0
votes
1
answer
78
views
URP Maximum Sample Index (16) with Light Cookie Input
I just recently imported a new asset package, all of the materials use the URP lit shader, no custom shaders. However, now I can't build the game because I keep getting the same errors:
...
3
votes
2
answers
100
views
Number system with restricted set of sequence configurations
I am trying to design a novel number system for a game.
To do this, I want to create a mapping from a set S of symbols to the integers, where not all sequences of symbols from S are allowed, but they ...
2
votes
1
answer
95
views
Is there an equivalent to GL_TEXTURE_WRAP_R on GL ES 2.0?
I've been trying to write code that can run on multiple GL versions, since I mostly only use very basic features, and one of the versions I am targeting is GL ES 2.
Since I know you're supposed to ...
3
votes
1
answer
76
views
Should physics substepping include the entire update or only collision resolution + constraint resolving?
I'm working on a simple physics simulation and I want to use substeps to improve stability. I’m unsure whether I should apply substeps to the entire physics update or just to collision resolution.
...
1
vote
1
answer
48
views
Change sprites for multiple image in one function
I am trying to make a digital clock (24:00 type), where each number is an individual image, that should change. So, I want to change sprites for multiple images in one piece of code.
But when I ...
0
votes
1
answer
97
views
Mipmaps and LOD Behavior in Skybox Shaders
Is it beneficial to use Generate Mipmaps for a texture used in a skybox shader?
I need to use tex2Dlod to fix the edge seams ...
1
vote
2
answers
209
views
Simplest free algorithm for generating caves and ore in 3D voxel game
I'm trying to find an algorithm that does not require giving any form of credit to use (like perlin noise) and can be used for generating caves under a height map that can make holes in the terrains ...
0
votes
0
answers
69
views
How to Implement Ray Casting and Aim Assist Scaling in UE5 Using C++ for FPS Mechanics?
I'm developing an FPS shooter in Unreal Engine 5 and currently working on the aiming mechanics for keyboard and mouse (KBM). I want to implement an aim assist system that uses ray casting to detect ...
0
votes
1
answer
36
views
Best way to sync PhysicalObj to player headset position?
I’m in the process of designing a threejs-based webxr engine for simple VR games. Right now, I’m working on implementing physics with cannon-es, but I’m struggling to figure out how to sync the player’...
0
votes
0
answers
95
views
Why does this code behave strangely with different camera angles?
Relevant to this issue are two MonoBehaviour scripts: Actor and Player. ...
1
vote
1
answer
263
views
How does real Perlin noise work?
I find lots of articles but they cut parts out to simplify the process. I am trying to write a function to generate real 3D Perlin noise without skipping steps like averaging the 4 corners ray somehow....
0
votes
0
answers
132
views
Why does a sprite with a larger texture render faster?
While drawing a map for a game in Pygame, I encountered a strange problem. Loading my grass sprite, which is a little over a kilobyte, and placing it, the FPS dropped by half. However, replacing the ...
0
votes
0
answers
55
views
using Unity URP/lit shader with skinning and DOTS
I'm using:
Unity: 6000051f1
Entities: 1.3.14
Entities Graphics: 1.3.2
URP: 17.0.4
Shader Graph: 17.0.4
I'm fairly new to both DOTS and Shaders, but when trying to use DOTS with URP combined with ...
1
vote
0
answers
96
views
Necessity of node-graph-based rendering in simple game engine
I'm working on a C++ game engine for my own projects. It's divided into two parts: one which handles basic functionality like logging, cross-platform abstractions, filesystem utilities, etc., and ...