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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 ...
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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 ...

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