Newest Questions

0 votes
1 answer
141 views

I am trying to make a game using Godot 4.5 where enemies spawn off-screen, but I faced this bug where they spawn on-screen instead: The white squares are the spawned enemies and the red is the player....
Jyle's user avatar
  • 3
0 votes
1 answer
135 views

I understand this is a slightly esoteric question, but its something I've constantly asked myself over and over when using various 3D design tools and game engines. In what way should models be facing,...
Unirally 101's user avatar
0 votes
2 answers
142 views

I was working on this idea of drawing a cone rotating on the y axis with a parametric equation, using a compute shader with a function like: ...
philB's user avatar
  • 333
0 votes
0 answers
52 views

I want to implement a bilateral filter because I have read the it preserves the edges. The equation is given as: $$ BF\left[I\right]_p = \frac{1}{W_p}\sum_{q\in S} G_{\sigma_s}\left( \left\Vert p-q \...
Akshay Dhotre's user avatar
0 votes
2 answers
181 views

I'm a beginner in game programming and I want someone to confirm my understanding. Let's say there's a 3D model for a character in the game. This character is made up of triangles. Each vertex in ...
marcelo kmsaw's user avatar
2 votes
4 answers
247 views

So I was implementing deltatime adjustment into a game when I thought of this problem. Consider a control case, with no adjustment for framerate: Here, our character jumps up to a max height of 12.5 ...
Sad Robot's user avatar
0 votes
0 answers
42 views

I am using Adobe Animate for my school assignment. I have a three-segment health and stamina bar that is above the player (it isn't set to be attached to the player yet). I have a single enemy ...
SundlinGNF's user avatar
0 votes
1 answer
64 views

The stated assertion that a point outside some intermediate Minimum Enclosing Sphere is on the boundary of the final Minimum Enclosing Sphere seems unsupportable. It is true only for the first point ...
WernerJuengst's user avatar
1 vote
1 answer
59 views

I'm using a very basic animation to create a transition, which involves deactivating a gameobject on the last keyframe. Goal: The ChangeRound animation is about 1 second long. It enables the UI image ...
Curio's user avatar
  • 261
3 votes
1 answer
148 views

I'm trying to implement a robust pause system in Unity and I'm confused about the correct approach. My first (very simple) implementation in my previous project used a ...
Curio's user avatar
  • 261
1 vote
1 answer
48 views

In the Unity engine, I am using GPGS as a token to log in via Google sign-in. It works, but now I have another issue: As of the last update of the SDK 2.1., this method in PGS for Unity is deprecated: ...
Ramarolo's user avatar
0 votes
0 answers
22 views

I have a setup in Godot with two different skeletons for male and female models. The skeletons are different because the proportions are different, but I want to use the same animations on both. Both ...
Luke B.'s user avatar
  • 1,031
0 votes
3 answers
148 views

Object pools are great. They are fun to make, save you a lot of memory and fps. But as my projects grow in size and complexity it gets harder and harder to work with them. If you only have a couple of ...
MrV's user avatar
  • 49
1 vote
1 answer
51 views

I have a prefab with some fixed sizes on itself and its elements: Then added a Aspect Ratio Fitter and a Preferred Height: . When using that prefab from a container with Horizontal Layout Group with ...
Henrique Pombo's user avatar
1 vote
0 answers
23 views

I am pretty new to rendering, and I wanted to add a black and white halftone effect. I wrote the two shaders and created the materials (pass 0 to create mask and pass 1 to mix it with the scene). They ...
R B's user avatar
  • 11

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