Unanswered Questions
4,179 questions with no upvoted or accepted answers
12
votes
1
answer
656
views
Spherical Area Lights do not match reference
So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference):
What I am ...
10
votes
1
answer
3k
views
How can I Implement spin in billiard game?
I'm not sure that you played billiard or snooker before.if you played you should know about spin.
but anyway if you don't know about it you can see it in this video
I want to Implement spin like this ...
9
votes
2
answers
2k
views
Creating a curved mesh on inside of sphere based on texture image coordinates
In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can ...
8
votes
1
answer
420
views
How to move a portion of bezier/spline curve along its complete bezier/spline curve?
Based on the image below, I have a curve (orange) which is a bezier sub-curve of an original curve (longer black curve). The original curve consists of a number of cubic bezier curves joined together. ...
8
votes
1
answer
250
views
How to create an illustrator/photoshop-like pentool for creating bezier curves in Unity
I found a very useful bezier curve creation code here, which I am using. I need to create complex segmented bezier curves so I want update the code to create illustrator/photoshop-like pen tool bezier ...
8
votes
4
answers
11k
views
Handling movement on sloped surfaces - clamping character to sloped surface
I've noticed that a lot of people seem to have this issue but I've yet to find an actual working solution - when a rigidbody-based character controller (I'm not using Unity's character controller) ...
8
votes
0
answers
432
views
How to draw Shadow Volumes in one draw call?
I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
7
votes
1
answer
2k
views
Unity 5.3.5 - How to setup a lobby with general game settings?
I am currently working on the lobby for my game. I have followed these tutorials (https://www.youtube.com/watch?v=jklWlm5v21k), which were very helpful, and was able to setup my lobby like this.
The ...
7
votes
0
answers
1k
views
Irradiance Map ( Irradiance environment map)?
As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
7
votes
1
answer
1k
views
Draw Edges in OpenGL
I use blender game engine and blender uses OpenGL for graphics. How can I draw lines around all 3D objects? Would this be a job for a filter? Mainly, I want my end result to look drawn.
I found this:
<...
7
votes
2
answers
1k
views
Aligning pathfinding to the center of tiles?
I'm looking to achieve tile by tile movement in a project I'm working on. I employed the use of the asset Simply A* Path-finding to allow a unit to navigate the terrain.
Since the tiles are simply ...
6
votes
0
answers
290
views
How many Pipelines in a Typical Rendered Scene DirectX12
I'm learning DirectX12 right now and I'm missing a few pieces of the puzzle in my own head on the overall structure of how you would setup a game. Specifically, I'm trying to get an idea of how ...
6
votes
0
answers
821
views
Procedurally generated paths with intersections
The Problem
I've been attempting to create some procedurally generated paths for a while now, but I've reached a problem when it comes to generating the intersections of the paths.
The paths are ...
6
votes
1
answer
679
views
Orthographic Camera is not Occlusion Culling?
In the scene where the occlusion culling is done as desired,
When I change the camera to orthographic, occlusion culling is not done.
(Look at the sphere the red arrow points to on the right)
What ...
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?...