BRDF and Point Light - Abrupt Shadows
Stack Exchange - Game Development
by wongler
2d ago
I'm following this BRDF implementation: https://github.com/wdas/brdf/blob/main/src/brdfs/disney.brdf which returns 0 when (NdotL < 0 || NdotV < 0), i.e., when the normal is pointing away from the light source. This results in very abrupt shadows, as can be seen in the attached figure, which shows NdotL on the left, and the computed BRDF on the right. Is this to be expected and what are possible mitigation approaches? Just add more light sources ..read more
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Black screen when sizing JFrame/JPanel with Toolkit.getDefaultToolkit().getScreenSize()
Stack Exchange - Game Development
by Grinding For Reputation
2d ago
I am working on a game engine. import java.awt.Color; import java.awt.Dimension; import java.awt.Toolkit; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.SwingUtilities; public class Main { public static void main(String[] args) { System.setProperty("sun.java2d.opengl", "true"); SwingUtilities.invokeLater(() -> { Dimension size = new Dimension(800, 600); // Dimension size = Toolkit.getDefaultToolkit().getScreenSize(); JFrame frame = new JFrame(); frame.se ..read more
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In Unity, the character's spine position reference changed after I put something into its hand
Stack Exchange - Game Development
by pond
2d ago
The situation can be illustrated by a few pictures. here is a character After i put a gun under his right hand As you can see, when I select spine.003, its position is now located at the gun. When I try to rotate the spine, it will use that gun position as a pivot point, which is definitely unintended. And after I delete the gun, the spine's position goes back, and everything is fine again. Strangely enough, the breast position remains unaffected, while only the spine is affected. Why is this happening ..read more
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VALORANT on Steam [closed]
Stack Exchange - Game Development
by Daemonic
2d ago
Has Riot Games ever said anything about putting VALORANT on Steam? Have there ever been any rumours about doing so? If so, when was this, and what was said? I know VALORANT is available on Windows, which is what I play it on, but it's not on other OSs (to my knowledge). Recently, I think, there were some rumours about putting VALORANT on Linux (pretty sure there's a YouTube video about it)... I'm not sure how true that it, considering Linux is much less popular than other OSs (at least, I think it is). Also, have they ever said anything about why it's not on Steam, considering they would be ab ..read more
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Different Spacing of all Children Grid Layout Group
Stack Exchange - Game Development
by sammyiscuul
2d ago
I am creating a top down 2D game, and I am creating randomized triangles on the ground. Such as this: This is to enhance the "knowledge" that you are moving. But it certainly doesn't look right. Making them randomly spaced will make it more satisfying (unless you disagree). This includes the green background (maybe creating an empty object as the parent separate from the background would be better) as the parent, and the green triangles as children. The parent has a grid layout group. What I want to do is randomize the spacing for each individual triangle, with a minimum spacing from other tri ..read more
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How can I securely store Gmail SMTP credentials in a Unity project to comply with security guidelines?
Stack Exchange - Game Development
by Ch.Muhammad.Bin.khalid
2d ago
I am currently working on a Unity Asset that involves sending emails using Gmail's SMTP server. As part of the setup, developers using the asset are required to input their email address and the corresponding App Password for authentication. Recently, I encountered a problem during the submission of my Unity Asset. The rejection reason stated that the email credentials were not stored securely and could potentially be exposed in the built project, violating security guidelines (Section 1.5.b: API key storage non-secure). Here's a summary of my situation: My Unity Asset requires email credent ..read more
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Huge gaps between my tile textures in Godot
Stack Exchange - Game Development
by Hassan Shehzad
2d ago
The texture itself doesn't have any gaps in it. I don't know where these gaps are coming from. Someone suggested that I check if the sprite sheet's cell size and padding are correct. When I checked I couldn't see any such option in Godot. Can someone kindly explain ..read more
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Ways to include relativity in multiplayer
Stack Exchange - Game Development
by PSquall
2d ago
Im currently working on a game concept including flying Space Ships in the solar system and maybe beyond. As the ships are using similar engines than in "The Expance" Epstein Drive. relativistic speeds may be possible. As i dwelled deeper into the topic, i realized that including relativistic speeds may bring some problems, if you want to acknowledge this in any game. First of all time dilation when moving with higher speeds relativ to some other ship means, you can basicly do less things in the same time frame compared to a stationary observer. Including producing goods, shooting and whateve ..read more
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Buttons in a scroll view not working
Stack Exchange - Game Development
by CheckerT
4d ago
I have created a scroll view in Unity, and wanted to make the elements inside clickable. It would function as a level select menu. The level panels are instantiated from a prefab. As a first approach I added an IPointerClickHandler to the parent object (the background of the prefab, in gery) using TMPro; using UnityEngine; using UnityEngine.EventSystems; public class ScrollViewItem : MonoBehaviour, IPointerClickHandler { public TextMeshProUGUI title, length; public void initialize(string titleInit, float lengthInit) { title.text = titleInit; length.text = "Lengt ..read more
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Why doesn't my Raycast detect AABB collision?
Stack Exchange - Game Development
by Luigi Istratescu
4d ago
I've been trying really hard to get this to work, with no avail. I have the following struct that calculates Raycasting: struct RayCast { // Variables float zpos = -1.0f; // Camera looks down the negative Z axis glm::vec4 rayClip; glm::vec4 rayEye; glm::vec4 rw; // Since this doesn't work: vec3 ray_wor = (inverse(view_matrix) * ray_eye).xyz;, I need to somehow convert from vec4 to vec3. So I created a temporary "rw" glm::vec3 rayWorld; float tMinX, tMaxX, tMinY, tMaxY, tMinZ, tMaxZ; // Get 4D homogeneous clip coordinates void homogeneousClipCoords ..read more
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