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Latest Textures Activity
@JoeJ Thanks, that sent me on quite a long derivative trip but finally I fond the solution. In terms of the approach mentioned in the kronos forum link, it looks like this:
uv = beg + size * fract(uv * tile);
vec2 smooth_uv = size * tile * vuv;
vec4 duv = vec4(dFdx(smooth_uv), dFdy(smooth_uv));
ve…
I suspect that at least some of the “waviness” might be caused by either the form of the low-poly mesh, or--more likely I suspect--the triangulation of the low-poly mesh. You might perhaps experiment with a single region that shows such waviness, explicitly triangulating first in one way and then i…
I've done something similar for code that compiles to WASM and runs in a browser. For very small things (Tank Wars, Space Invaders, etc) it works fine!
I would avoid having the caller do the indirect, though. If you need a texture, and there is a texture ID for each semantic texture in your game, ju…
If you use a texture array where each “channel ” (diffuse/spec/normal/emissive) has an associated index for each material, you could use a special index to indicate that it should use a default value instead of sampling an actual texture. Then in the shader you could just branch on checking for tha…
The default behavior ( unless stated otherwise ) for GL apis, is to be ‘synchronous’, as if you think about it, without this behavior, user would have to be burden with maintaining synchronization after any GL api call. This is what makes it possible to create a texture then use it immediatel…
[Topic can be closed, problem solved]
void RaytracingResources::CreateDxrPipelineAssets(ID3D12Device5* device, ModelClass* model, std::vector<TextureWithDesc> texturesWithDesc, D3D12_SHADER_RESOURCE_VIEW_DESC indexDesc, D3D12_SHADER_RESOURCE_VIEW_DESC vertexDesc, std::vector<ResourceWithSiz…
Kinda guessing, but I'd wager tactics probably had a underlying representation of the game map in memory composed of tiles. These tiles probably have some members including a vector for it's position (x,y,z), some identifier of the tile type (maybe to use to figure out what tile asset to use when r…
Mipmaps are smaller filtered images of the original texture, a mipmap level 1 is half the image size, mipmap level 2 is quarter of the original size and so on.
This is useful for performance and image quality. Without mipmaps you will have strong visible articats in the distance due to the fact that…
The most important thing is to have a texture atlas per model where everything is mapped for fast loading and rendering. Reusing textures for small detail models will make it difficult to adjust the look of the material without messing up other models. Trees, walls, floors, crates, barrels and junk…
Substance Painter 2020.1 (6.1.0) delivers a brand new exporter, Python scripting, a new curvature baker, new content, and lots of other workflow improvements, including:
- New export window with easier and more configurable ways to export textures from a project. You can choose custom file formats, bi…
Basically as mentioned in the thread name.
For years now, texture arrays weren't working with packed mips. This is extremely aggravating, as it makes the feature to be somewhat incomplete. Right now on a 16k by 16k texture I am losing half a mip chain due to this.
For those curious:
On tier 2 tiled re…
This is not a Writing question. It is now moved to a more appropriate forum.
I've gotten it now, thank you Joe, and everyone else. HLSL is awesome. Problem is now they completely decimated my matrices for all my map objects that are meshes(they're in different locations or completely disappeared, I had to add a shader for them as well because meshes with textures apparently…
I have a weird problem that I'm struggling with. I am currently implementing a unit test using two render passes. The first pass renders into two render targets, which are two different slices of a Texture2DArray. This works so far.
Now I want the second pass to blend between those two outputs. Beca…
Hello! it's me! I'm back again this Saturday for your favourite weekly update blog! This week was mainly devoted to design and graphics. Since the generic challenges are now over, it was time to implement the challenges of the jungle. It took a while, especially since I had to work from the main li…
Hello! I'm in the middle of a procedural texture system (for things like lightmaps, splatoon-style decal painting etc.) and I have an annoying artefact I don't seem to be able to get rid of.
I've been working through this ( https://www.flipcode.com/archives/Lightmap_Storage.shtml ) method of…
Hi there! I have one issue for now. I'm creating a RayCasting application, and for my floor and ceiling I'm trying to use Mode7 for rendering (I think this is easier to understand). but, I cant align the RayCasting walls with the mode7 floor. I use a rotate matrix to make the rotation of floor. …
Hi all, is it only me? I can't even copy out the text of your sources correctly in Windows 7 Firefox x64 into Notepad++. E.g. when I copy
m_Effect.CurrentTechnique = m_Effect.Techniques["Textured"];
I actually get some weird characters, especially the "r" in "Textured" isn'…
Hello and welcome to this weeks Dev Diary!
Today I would like to continue where I left off last week and that is texturing of the created heightmap. As it happens every so often, I had to redo the heightmap for two reasons;
Hi, everyone!
I recently decided to dig a little deeper into Perlin's rabbit hole.
So far, it's working out nicely. But now, I struggle with things that come on top of that.
Simply put: how will I get the most out of that?
To keep things easy and visual, let's pretend, I'd plot the res…
I think we are done here. Phil, you have Indeed been warned about your habit of making statements instead of questions, and it is getting tiresome. Do not post again and waste other people's time unless you can ask something you haven't asked already.
Hi guys,
Sorry for the waiting. I was on a long weekend :3
Last week, we started to work on other things than rocks for the second biome in Nanotale. That little house is the first step to create a troglodyte village.
And here's a new concept art showing you some elements from t…
Hi Fox Riders,
I hope that you enjoyed your weekend as much as we did.
Before our long weekend, we started some modeling for our second biome And because it's called the Sunken Caves it will ofc start with rocks!
There are multiple entrances to the Sunken Caves but the main one is locate…
I have UI almost completed (at least for rendering and atlas management parts). I can render (using FreeType) glyphs from multiply fonts onto multi-pages atlas. There is now some basic management for viewing/browsing images. Everything is Qt-based so application is still cross-platform. I have ad…
Week one is done
To start off, I'd like to mention that I have no timeline for this project. This project's purpose is to get me more familiarized with game development and implementing Blender obj's into Unity. Then, eventually teaching myself basic coding for a 3d platformer. Continually, …
Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color ren…
Making editors is a pain. I have a list of thousands of items I'd rather do than this - yet I made myself a promise to drag at least one full featured editor tool over the finish line. There are few reasons for that:
So, drawing. How to learn how to draw game graphics and how to learn to draw at all, when is your maximum this?
Okay, then let's discuss this. To begin with, I'm not a cool artist, but I persistently develop this skill in myself, every day drawing and stacking tons of p…