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Latest Graphics Activity

DevDylan98
March 14, 2024 03:24 PM
Good graphics are hard to get, but are they better?
Whispers of West Grove (2024) - An empty hallway left in disrepair.AAA Workflow with Indie Resources

I recently took this photo a few weeks back to mark the moment I achieved peak graphics quality for my game. It might not look very impressive when compared to some amazing projects by others, but th…

4,447 views
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Tom Sloper
January 24, 2024 12:46 PM

LorenzoGatti said:
the screenshot only shows high quality but otherwise unremarkable still images

I saw a “Paper Mario”-type animation there. But yes, a description here is called for.  And if pseudojester doesn't come back and continue the discussion, he's probably spamming us (pushing “sticker…

3,207 views

@undefined Thanks for the reply! The goal is to do texture parameterisation, the boundary edges are needed as you need to get their lengths.

4,865 views

Simply trying it may give a faster answer than waiting for someone to answer the question.

Try to figure out what you see as the most likely correct solution, and build it in a small scale. If it works, you're done. If it fails you learned your idea was wrong, try to figure out what is wrong, correc…

2,386 views
sanjeevmansotra
September 25, 2023 05:25 AM
A RPG for the N64 or the GBA? | Sanjeev Mansotra

Hello, I'm Sanjeev Mansotra so getting into game development in C, and I really want to make an RPG, but I can't decide to either make it on the N64 or the GBA. I like the N64 graphics, but the GBA is easier to make, and I could also make a 3D game on the GBA (it just won't look amazing). I would l…

1,803 views
Shader float precision error - how to resolve?

jsmithir123 said:

 I am interested in learning a little more about the double intersection count for points that overlap. I am not exactly sure on the details of how you say you solved this previously. Could you expand a little?

Well you can see in the shape below that the scan line passes thoug…

4,673 views
ImplodeGames
April 09, 2023 07:15 PM
Zengine - Game engine editor and Render-Scene Graph

Following up from the previous blog post about the Java engine or “Zengine” that I'm developing with my friend. I was contemplating how to go about implementing an editor build or rather multiple build types for editing and for a game. After doing some brainstorming I've figured out how to implemen…

3,572 views
Poor performance of ID2D1RenderTarget

I can't reproduce these freezes in an empty project yet, apparently because D3D11 is not loaded with anything. I'll provide the code if I can.

4,736 views

Howdy, folks! I'm looking for folks interested in helping me work on a game engine project.

I'm the founder of Elaztek Studios and, thus far, the sole developer of the Blamite Game Engine. I've been working on it semi-consistently since 2019, and as much as I'd love to, I've yet to find anyone willi…

3,730 views

I have solved this.

Apparently everything was ok with my Info Queue. The problem was another member being improperly destructed in my engine and was messing things up. It was a hurdle finding it, but it was a good exercise.

8,016 views

@undefined I appreciate the detailed response. Unfortunately there is no documentation or user examples I can find regarding using SFML's mipmaps. I tried generating a mipmap for each tile atlas texture, wondering if it would benefit the view.zoom() calls. But no, same issue as before. I'll just ha…

14,927 views

Hello!

I've been in the process of slowly building a game engine, a project which began active development in 2019. The project - the Blamite Game Engine - has been both parts a learning experience, as well as an ambition to create a full-fledged game engine.

Most of the work thus far has been on oth…

3,898 views
enigma_dev
March 12, 2022 03:13 PM
DevBlog 18 - Instancing vs Batching Graphics Optimization



Using profiling to inform coding decisions; a real life example.  

To start off, I added the ability for ships to respawn. Giving some forgiveness if the player dies.

That works by adding a spawn component to the entity that needs to respawn fighter ships.

When respawning, you need to know how lo…

8,957 views
enigma_dev
January 09, 2022 10:47 PM
DevBlog 12 - Rendering Planets and Stars Without A Skybox


I've created a starfield environment to give the game some life.

no longer do you have to fly around in pitch black, getting lost in the void.

now there are stars, planets, and a local sun.  

the fighters are now lit via the local star's direction vector from the origin.

the planets are also lit f…

9,032 views
domagoj2
November 28, 2021 02:06 PM

hplus0603 said:

Stack Overflow is an amazing debugging tool. When I have a problem, I start asking a question there, and then think of all the objections and stupid questions that Random People on the Internet will come back with to downvote the question, and answer each of them in the post, ahead o…

8,388 views

Hello!

Me and my friends decided to create a game. Since we are students of IT, we would rather focus on programming side of things. None of us is good in drawing. We mean it. We would love to finish this game on some adequate level (and publish it on Google Play), but our only “brake” is visual sid…

3,288 views

Key_C0de said:
I have already implemented shadow mapping for 1 light source in a way that is satisfactory to me. I was in search of a way to expand this, by using multiple shadow casting lights and just have them “add” their contributions to the finalColor of the final Pixel Shader. How do I do this…

6,527 views

To be completely honest….  Your youtube vid looks a hell of alot like what I remember from old Commodore 64 loading screens.  Not from what I remember of MS-DOSENT.

12,722 views
Can I use shader graph in bending shadered game?

Hi,

I'm developing a game with bending shader. The world is curved and I need to use VFX with shader graph such as lightning. There is a screenshot for it.

The obstacle that I selected is seeming below of the actual position cuz of the bending shader but I cannot use my vfx with this bending shader. …

3,710 views

Doing some performance optimizations of our drawing framework, I had the need to speed putting pixels on the screen up a little. Our Windows window was stuttering on heavy resizing (something no-one would do on a day to day basis but users are strange) and had some impacts when switching between ma…

3,225 views

@JoeJ 

JoeJ said:
Notice both methods have in common that you have to duplicate vertices.

very true, didn't even think about that.

JoeJ said:
If you think of a detailed mesh with thousands of triangles, those duplicated vertices are few in comparison to the total vertex count, so it's no problem an…

3,825 views

You're right, it uses libgdiplus on Linux, which is recommendet to install along with .NET 5 in order to function properly. GTK is not mentioned anywhere in the installation process of any .NET Runtime/SDK for Windows so I guess this counts ?

7,123 views

Bringing this back on top as it is still up to date

5,197 views

It is defined at the bottom of the code, and is called from WM_PAINT. This function blits the double buffer to the screen. The program fades a bitmap in and out using a loop. I'm reading a little more and found that 256 color bitmaps require an RGBQUAD struct to be initialized with a palette.

5,460 views
The Bright Side of Ray-Traced Global Illumination

[Recommended: read the original blog post "Unity ray-traced global illumination" for proper interactive content]

Let's get back to ray tracing with global illumination in Unity. Discover what global illumination is and choose the better fit for your game:

  • Baked GI
  • Screen-space Raster GI
  • Screen-Space Ra…
16,195 views
5 Signs You Need Ray-Tracing Now

Developing your game in Unity? Then you need to pay attention to 5 signs that reveal you should to move into Ray-tracing.

Let's celebrate this new series on Ray-tracing in Unity here at The Gamedev Guru.

Woohoo!

Ok, that celebration will do for now.

In this new series, you will learn how to craft high-…

8,613 views
IvanEfimov
June 29, 2020 06:45 PM
NeoAxis Engine, 3D and 2D game engine, switched to a new royalty-free, open source license

NeoAxis Group Ltd announces that it has changed the licensing scheme of its flagship product NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. Now the product is distributed under a license, which has no any royalties. Also, full source codes for the product…

7,899 views
Is It Really Worth to Mesh-Bake Your Assets? I Asked Ian Deane (Interview)

Today, I had the pleasure to interview Ian Deane.

Ian is the developer behind Mesh Baker, the famous Unity asset that lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate.

Welcome Ian!

* Disclosure: some affiliate links here and there


Quick Navigation

1. Could…

12,129 views
khawk
April 24, 2020 07:42 PM
SIGGRAPH 2020 Goes Virtual

SIGGRAPH 2020 announced today that due to the COVID-19 pandemic, the event will be moved to a virtual conference format.

Citing the concerns about the health and safety of conference participants as well asa recent news that the Walter E. Washington Convention Center has been designated a future alt…

4,067 views
How to Stop the Spread of Overdraw (Before It Kills Your Game)

There is a single thing that has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is and what is doing to you?

Don't let overdraw ruin your game...

Prepare for it.

In this post, you will:

  • Learn what overdraw is and how it destroys your game's…
11,948 views
khawk
March 24, 2020 05:27 PM
NVIDIA Announces Nsight Graphics 2020.2

NVIDIA has announced Nsight Graphics 2020.2, adding a number of features that expand functionality for Vulkan and making improvements to developer workflows for Microsoft Visual Studio users.

Features include:

  • GPU Trace for Vulkan based applications, making it now possible to get primary and secondar…
4,675 views
khawk
March 10, 2020 11:09 PM
RenderDoc 1.7 Released

RenderDoc 1.7 is out with Python API changes, improved capture performance for Direct3D 12 programs, better handling of queue ownership transfer barriers in Vulkan, support for Vulkan's KHR_shader_non_semantic_info extension, and dozens of bug fixes across the board. RenderDoc 1.7 also brings a glo…

5,399 views
IvanEfimov
March 05, 2020 12:43 PM
NeoAxis Engine 2020.1 Released - Full 2D game engine, completed game framework, improved Builder 3D

NeoAxis company releases a new version of NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. The environment can be used to develop all kinds of 3D and 2D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowe…

5,307 views
khawk
January 28, 2020 07:49 PM
Unity 2019.3 Available - 260 Improvements, DOTS Sample, Hi-Def Render Pipeline Ready for Production

Unity Technologies (https://unity.com/), creator of the world’s leading real-time 3D development platform, today announced that the Unity 2019.3 Tech Stream is now available to download from the Unity Store. Unity 2019.3 arrives with more than 260 improvements and features, including the production…

6,163 views
IvanEfimov
December 23, 2019 07:34 PM
NeoAxis Engine 2019.4 Released

NeoAxis company releases a new version of NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. The environment can be used to develop all kinds of 3D and 2D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowe…

5,404 views
khawk
December 13, 2019 05:09 PM
NVIDIA Uses Machine Learning to Extract 3D Models from 2D Images

NVIDIA has published research demonstrating the use of machine learning to infer a 3D model from a single 2D image. From the blog:

In traditional computer graphics, a pipeline renders a 3D model to a 2D screen. But there’s information to be gained from doing the opposite — a model that could infer a…
3,867 views
khawk
December 13, 2019 04:55 PM
AMD Releases

AMD has released the "Vega" 7nm Instruction Set Architecture in PDF form. They have been releasing GPU ISA documentation for some time now, and now they've added the 7nm architecture to the list.

In the ISA documentation you will find:

  • Chapter 1 begins the document begins with an overview of the AMD …
3,137 views
khawk
November 29, 2019 04:29 PM
MobLab 1.4 Released, Supporting Normal Map from Sprite's Alpha

ModLab is free software that generates and combine Normal maps from diffuse and height maps. The latest 1.4 releases adds the ability to generate normal maps based on sprite's alpha (thus its volume) and once again modify said volume through curve editor.

From the ModLab description:

Modlab is not an…
3,887 views
FishingCactus
November 19, 2019 02:24 PM
Nanotale is now out on Steam early access. Learn more about our game production and workflow.

From Epistory to Nanotale

When we released our first game Epistory, we wanted to do something different from what you could find on the market. One of the ideas was to create a typing game. We didn’t know if there was…

7,275 views
Francisco Tufro
November 16, 2019 03:40 PM
2D Shader Development Third book is out: Procedural Texture Manipulation

Hi Fellow gamedevs, I've finished my third book on the 2D Shader Development series and wanted to share it with you.

I'm eager to know what you think about it since, well, I made it for you.

The book covers some of the techniques used to draw from scratch using shaders from basic line re…

8,846 views
DarkPrison
November 08, 2019 04:03 AM
Dark Soul or Let it Die on Android and iOS mobile platform

Most people don’t think there are any games other than clickers or auto-play games on mobile. They would be wrong. It can be hard to find them, but there are actual skill-based games available. There aren…

7,774 views
Blakkfox
November 03, 2019 02:59 AM
Heratis- Whiteleaf map

Hey everyone!

I've just about finished the shadows for the map of Whiteleaf, a town on Darkfall Island.

This is evening time, without any tinting or anything.

Had to make the choice to make the …

4,710 views
jb-dev
October 26, 2019 07:13 PM
Weekly Updates #66 - Passing the gates

Guess what? it's Saturday again! Time for a new post of your favourite Weekly Updates blog. There's a little bit of new content this week, so let's start!

New Doors

First, there are new doors. Previously, there were only rudimentary doors mainly used to split rooms and control game f…

3,942 views
Ed Welch
October 24, 2019 08:45 AM
Merc Tactics 0.9: improving graphics

 

This release mainly improves graphics. I realised that I needed to do this looking the ugly default graphic that Google shows when you search for "Merc Tactics". 

Firstly, I've changed the main strategy map. Previously it was a generated image, which didn't look great. So, now I have c…

4,462 views
jb-dev
September 21, 2019 04:23 PM
Weekly Updates #62 - Sunglasses At Night

Hey hello there! Welcome to this week's Weekly Updates! So last week was a lot busier than these last two weeks. I fixed several bugs, changed some GUI elements and also added a new piece of equipment. So without further ado let's get this thing start, shall we?

GUI Updates

First, I …

3,311 views
jb-dev
August 24, 2019 08:28 PM
Weekly Updates #58 - Building the level... please wait!

Well, look who's here! it's you again! And yes, this is your favourite Weekly Updates blog! This week has been quite busy in refactoring. I reworked a lot of code to make my title card much more responsive and fluid. It was a technical feat (at least for me) but the results are worth it! …

3,418 views
jb-dev
August 17, 2019 04:25 PM
Weekly Updates #57 - No Where Zone Act 1

Hey Hello! Wow, we're already Saturday! So it's time to post a new post in your favourite blog Weekly Updates! This week has been pretty full of GUIs with some bug fixes here and there too! So get ready for a lot of pictures and pretty videos! Let's get this thing going, shall we?

4,891 views
FishingCactus
July 23, 2019 09:12 AM
Weekly Recap #32: Polishing a bit

First of all, we'd like to thank you for applying to Nanotale's BETA. We can't wait for it to begin. 

Last week, we mostly focused on polishing some animations and part of the game. We even added a close-up when analyzing an element from the lore in Nanotale. Here, Rose is writing about the Gree…

3,664 views
jb-dev
July 19, 2019 07:56 PM
Weekly Updates #54 - Use this!

Hey hello! This is your favourite Weekly Updates blog coming in early! Last week was quite light in workload. It's essentially another list of new activated items. Let's get this list started, shall we?

The Portable tape player

Focus: None

A nice portable tape player. It even com…

3,094 views
theaaronstory
July 19, 2019 03:44 PM
To pixelate, or not to pixelate. That is the question.

Up until recently, I was convinced that using pixel art was the most suitable for this project. Aside from it giving you a unique feel, it also has qualities that a more modern render just cannot compete with: It has that special magic to it, which is really hard to beat. Furthermore, I would av…

4,098 views
8Observer8
July 16, 2019 11:34 AM
GameDev Books

Updated 3/27/2019

I study how to write my own game engines using modern OpenGL/C# and WebGL/TypeScript. I advice you this book: C# Game Programming: For Seriou…

21,519 views
jb-dev
July 06, 2019 09:02 PM
Weekly Updates #52 - Setting the odds

Yo! what's up? This is your favourite Weekly Updates blog! This week was really intense. It was one of these weeks that actually gave me a headache, which is quite the feat to be really honest. I was also able to add new pieces of equipment too so without any further ados let's get right to it

3,343 views
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