Questions tagged [rendering]

The process of generating an image or series of images from a model by means of computer programming.

The process of generating an image or series of images from a model by means of computer programming.

1272 questions
59
votes
5 answers

Why not pre-render story parts in a game?

When playing games nowadays there are often story related cut-scenes, during which you cannot interact with the game, you can only listen to it or watch it while it plays. However in a lot of games these story scenes are rendered live with the game…
Thomas Wagenaar
  • 703
  • 1
  • 5
  • 7
22
votes
2 answers

Out of bounds in AAA games

In many common AAA titles (Source engine games especially), when the player reaches an area 'un-catered' for, such as out of bounds, or noclipping under the map; a strange effect occurs on the screen (buffer tearing?). It can be described as being…
hiddensunset4
  • 2,087
  • 2
  • 17
  • 27
6
votes
5 answers

Ideas for extending tic-tac-toe game?

I'm building a 3D tic-tac-toe game and this is what I've implemented so far: 3D renderer with texture mapping Playing against the computer Playing online (multiplayer) Now I'm a little lost what I could add. Obviously, tic-tac-toe isn't that…
pimvdb
  • 693
  • 5
  • 14
4
votes
2 answers

What is Volumetric Rendering?

I came across this term when searching for ways to visualize collection of voxels. What is volumetric rendering ? How is it different from normal surface rendering ? Are there any special advantages of using volumetric rendering ?
snape
  • 709
  • 2
  • 10
  • 20
3
votes
1 answer

How can I create a "cracked glass" material?

I'm trying to figure out how the cracked and chipped glass effect in a Bioshock Infinite Burial at Sea Episode 2 works. My current guess is that it is essentially a transparent shader with gloss. It would have a map defining the direction of…
Lucas
  • 131
  • 1
  • 3
3
votes
1 answer

Should the frame rate be consistent or is it normal for it to jump around?

As I commented on a post, I started wondering if it was correct or not (the comment, not the answer). And I'd like to straighten that out. Although not needed as info, here's the link to the question: Scene management for 3D editor My comment:…
user18479
2
votes
1 answer

Where in a typical rendering pipeline does visibility and shading occur?

I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a…
user29163
  • 143
  • 5
2
votes
1 answer

How do I apply Ambient Occlusion in Forward Rendering to the ambient term only?

I want to integrate Ambient Occlusion into my rendering which is a forward renderer. How do I apply Ambient Occlusion to the ambient term only and thus not as a "post process" over the entire image (i.e. frambuffercolor * ambient occlusion)?
Raildex
  • 751
  • 4
  • 26
2
votes
3 answers

How can I achieve long-distance rendering of static terrain and props in an open-world context?

How can I perform seamless rendering of long-distance vistas in a fashion suitable for an open-world game (e.g., where the player is relatively unconstrained in how they traverse the world)? For the purposes of this question, I'm only concerned with…
1
vote
1 answer

How do I provide a fully programmable pipeline for rendering?

I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term programmable pipeline doesn't refer to using custom…
danijar
  • 5,731
  • 9
  • 40
  • 62
1
vote
1 answer

Distrubuted Rendering in a CAVE system

I am currently working with CAVE systems and I'm looking into hooking up a pre-exisiting game engine in one. I know this is possible through Unity and the Unreal Engine as there is already research out there showcasing that it has been done. Right…
N0xus
  • 1,001
  • 2
  • 17
  • 36
0
votes
1 answer

rendering method?

I have several questions regarding game rendering. What are the main rendering methods in game programming? Let's say we want to make a 2D game, and it should render 30 frame per second, does it mean program render whole screen every (1000/30) ms…
user2889419
  • 103
  • 2
0
votes
0 answers

Rendering 10M point that changing position (individualy) at 30Hz

i'm able with openTk (vb.net) to draw 10M of points adn rendering it. The problem is that the bind operation take 114mS on every frame refresh. I need to refresh the position at 30 Hz , so what can i use for speeder this operation.
0
votes
0 answers

Render order in 3/4 view game

I'm writing a 2D game with an internal 3D space. The view is 3/4 view. I've run into trouble with the render order of entites. Context: The world uses a tile system, like a 3 dimensional lattice, each tile is a 1x1x1 space. Entities have a 3D…
0
votes
2 answers

what C++ library is this project using to render?

I was looking at this library https://github.com/blend2d/blend2d .It does not use gl , glut of glfw.How is it rendering?
1
2