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  • ✇Recent Questions - Game Development Stack Exchange
  • How to match Sprite3D's collision poly to its billboard transform?Noideas
    Assume there is a Sprite3D with a Y- billboard flag on. This sprite3D has a matching CollisionPolygon3D Collision polygon3D is set up to "look" at the camera with a look_at() function, similar to the Y-billboard. However, the collision poly and the sprite3D do not match at non-orthogonal angles: (Angle to the camera is about 45deg) I understand that Y-billboard flag achieves the "look at the camera" effect with a shader, while look_at() is a spacial matrix transform. Yet, is there a way to alig
     

How to match Sprite3D's collision poly to its billboard transform?

Assume there is a Sprite3D with a Y- billboard flag on. This sprite3D has a matching CollisionPolygon3D Collision polygon3D is set up to "look" at the camera with a look_at() function, similar to the Y-billboard.

However, the collision poly and the sprite3D do not match at non-orthogonal angles:

Angle to camera is about 45deg

(Angle to the camera is about 45deg)

I understand that Y-billboard flag achieves the "look at the camera" effect with a shader, while look_at() is a spacial matrix transform. Yet, is there a way to align these two?

  • ✇Recent Questions - Game Development Stack Exchange
  • How to prevent Sprite3D from clipping into nearby objects?Noideas
    Gotot 4.2 Sprite3D is very useful for representing 2D objects within the gameworld. However, when billboarded (Y-billboard), 3D Sprites are prone to clipping into the floor/walls/other 3D models they are close to. There is an easy way to "force" the sprite3D to be drawn in front of the cube by checking "No depth test" in the sprite 3D's flags, but that makes the sprite visible through all walls/floor. The other method I tried is to manipulation of the sprite3D's and Cube's material transparency
     

How to prevent Sprite3D from clipping into nearby objects?

Gotot 4.2

Sprite3D is very useful for representing 2D objects within the gameworld. However, when billboarded (Y-billboard), 3D Sprites are prone to clipping into the floor/walls/other 3D models they are close to.

enter image description here

There is an easy way to "force" the sprite3D to be drawn in front of the cube by checking "No depth test" in the sprite 3D's flags, but that makes the sprite visible through all walls/floor.

The other method I tried is to manipulation of the sprite3D's and Cube's material transparency settings:

3D Cube's and Floor's material:

        Transparency: Alpha
        Blend Mode: Mix
        Cull Mode: Disabled
        Depth Draw: Always
        No Depth Test: unticked

This solves the "see-through walls" problem and prevents clipping through the cube, but the sprite3D is still visible through the floor.

Is there some other way to prevent this clipping? Maybe to have the sprite's depth (or "render order") depend on its origin?

libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

libGDX using Stage and Actor produces different camera angles on desktop and Android Phone.

Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq

On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen.

Here's the code (not my actual project but I isolated the problem):

package com.me.mygdxgame2;
import com.badlogic.gdx.*;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.*;
import com.badlogic.gdx.scenes.scene2d.*;
public class MyGdxGame2 implements ApplicationListener {
    private Stage stage;
    public void create() {
        stage = new Stage();
        stage.addActor(new ActorHi());
    }
    public void render() {
        Gdx.gl.glClearColor(0, 1, 0, 1);
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        stage.draw();
    }
    public void dispose() {}
    public void resize(int width, int height) {}
    public void pause() {}
    public void resume() {}
    public class ActorHi extends Actor {
        private Sprite sprite;
        public ActorHi() {
            Texture texture = new Texture(Gdx.files.internal("data/hi.png"));
            texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
            sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128));
            sprite.setBounds(0, 0, 300.0f, 300.0f);
        }
        public void draw(SpriteBatch batch, float parentAlpha) {
            sprite.draw(batch);
        }
    }
}

Why does this happen?

How to decompose sprite sheet

I have a lot of spritesheets that are poorly formatted that I want to decompose, or split out into many small images, one for each sprite. If I can do that, I can use my custom texture packer tool to build my game assets with.

My development tools are XNA and C# targetting Windows. How can I decompose the images?

  • ✇Recent Questions - Game Development Stack Exchange
  • DirectX/SlimDX Alpha BlendingLogicalSE
    Hoping someone might be able to offer some advice for an issue i am having. I am working on abit of a project, mainly for learning, which is loading and rendering graphics from an old mmorpg i used to play a long time ago called Helbreath. The loading and rendering of the data/graphics is fine and i have managed that without issue… until it came to the spell/effects which need to be blended. The original games source code was leaked hence how i know how to read the files. Originally it used Dire
     

DirectX/SlimDX Alpha Blending

Hoping someone might be able to offer some advice for an issue i am having.

I am working on abit of a project, mainly for learning, which is loading and rendering graphics from an old mmorpg i used to play a long time ago called Helbreath.

The loading and rendering of the data/graphics is fine and i have managed that without issue… until it came to the spell/effects which need to be blended. The original games source code was leaked hence how i know how to read the files. Originally it used DirectDraw and i think they implemented their own blending system by reading the pixel data from the render surface and performing abit of math on it, but i might be wrong im not super familiar with C++ or DirectDraw.

The original image files are 24bit bitmaps with no alpha channel and a pure black background, this is a sample sprite sheet pulled from the games original libraries.

enter image description here

This is a sample of how i am getting the effects/spells to currently blend but i think they are too weak and i was wondering if there is a way to make them more vibrant and less washed out.

enter image description here

I am currently using these settings to perform the blending, i have spent a while messing around with mixing settings around to try and get the result i want but with no luck.

enter image description here

This is my first attempt at using SlimDX/DirectX so any advice would be appreciated.

For comparison here are those same effects over a black background, which is kinda the vibrancy i was hoping for.

enter image description here

I guess im kinda after the effect where the pure black pixels are fully transparent, but the colored parts of the sprite i was hoping to like apply a weighting to say take more from the source and less from the destination making it in my mind darker/more vibrant/more saturated.

I might just be completely not understanding how this works of course!

Thanks in advance for any advice or tips!

What is the name for the types of assets used in games like "Brotato"?

What type of assets are used in games like "Brotato"?

Brotato steam page

Video of gameplay

Would these be called vector graphics or are they just really smooth looking sprites? I'm interested in any search terms I could use to learn more about this type of art and how it is made. Thanks for any advice.

Scrolling through more than one image on a plane

If wanted to scroll through more than one image how would I do that? For example: If I had like 3 images and I wanted to scroll through to have a day and night sort of setting, how would I go about that? Thanks!

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