Unanswered Questions
660 questions with no upvoted or accepted answers
9
votes
1
answer
1k
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Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?
In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
7
votes
1
answer
609
views
On Android, How can I avoid FPS drops during sensor listener setup/tear down?
When I open my Android app after 5 or 10 seconds it sets up the sensor listener, during which I see clear stuttering and the FPS drops for a second to 40 instead of 60.
Is there a way to avoid this? ...
6
votes
0
answers
213
views
How can I create a set of collision points for an arbitrary mesh?
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
6
votes
1
answer
3k
views
How do I reduce overdraw in a forest scene with lots of foliage?
Unity comes with an overdraw view that looks something like this:
We've probably all seen it, and have probably been advised to check for overdraw. How do you go about actually doing anything about it?...
5
votes
0
answers
108
views
Slot Probability Function
Please can someone point me in the right direction. I'm working on a slot game. that I'm having trouble figuring how to implement the probability function for. The game has a set of symbols that bets ...
5
votes
1
answer
1k
views
Creating a Roguelike game in C
I'm trying to create a simple rogue-like game in ncurses in a C program.
The idea here is that, I'd parse a file like this:
...
5
votes
1
answer
184
views
How can I determine "exact moment" of collision with ray casting?
I'm currently brainstorming how the physics for my game engine is going to be handled.
It's top down and I'm thinking of using ray casting for collision detection.
I've reached two potential problems (...
4
votes
0
answers
173
views
Support function of Minkowski Difference
I am watching this and if you stop at 7:25, you will find an implementation of the support function. The goal of the function is to give you the farthest point in a given direction. My question is how ...
4
votes
0
answers
314
views
Determine user mouse selection of 3D Object for multiple viewports
I am currently working on setting up some world objects for my level editor and am running into a bit of a snag. When I get the hit location from the mouse raycast, I would like to determine what part ...
4
votes
0
answers
181
views
Understanding unknown mesh data structure
I have a large number of old mesh files in a custom, undocumented binary format. I have managed to parse almost everything but am left with one group of structures, described below, that I don't ...
4
votes
0
answers
731
views
Rendering hundreds of animated characters in Unity3D
I am currently doing some research in anticipation of the development of a game where there are going to be hundreds of secondary entities which will interact with the player and among themselves (...
4
votes
0
answers
1k
views
Libgdx performance on old devices
I'm developing a game in Java for Android, using LibGDX.
I'm using Nexus 5 to test my game most of the time and it works great (Minimum FPS it gets is 57 out of 60).
Recently I ran my game in Galaxy ...
4
votes
1
answer
4k
views
CPU Usage and Available Ram in Unity 5
In Unity 5 I would like to be able to print out the CPU Usage and Available Ram left in MB. I followed the code posted on http://zamov.online.fr/EXHTML/CSharp/CSharp_927308.html and used it, however ...
3
votes
2
answers
153
views
How to make a digger-like procedurally generated maze that can be queried at coordinates without having to generate?
I would like to procedurally-generate ant farm-style layouts on a grid: long horizontal spaces connected by short vertical spaces. Also similar to cave systems formed by water erosion.
Every tile in ...
3
votes
0
answers
1k
views
Wall sliding collision resolution with multiple objects
TLDR
My collision resolution algorithm with wall sliding works perfect for multiple walls but it fails when the angle of the corner of two walls is less than 90 degrees. (acute angles) and the player ...