Skip to main content

Questions tagged [pipeline]

Generally speaking; the order of different stages in a workflow. One example is the order in which certain methods and tools are used when graphical assets for games are produced and then imported into the game engine. Another example is the order in which graphical information is processed inside a graphics card.

Filter by
Sorted by
Tagged with
0 votes
1 answer
213 views

For any that want to plumb Vulkan's complication I wish you well. It's a badly documented software SDK and here's a perfect example of why it's never clear through context: I want to run an all-C ...
daemondave's user avatar
0 votes
1 answer
202 views

Let's suppose we're rendering a scene using Vulkan with objects with many different materials that are built using nodes. Within a graphics pipeline, there can be only fixed shader code, so I'll have ...
DannyNiu's user avatar
  • 113
0 votes
0 answers
348 views

I'm trying to implement a method for sorting my renderable items before drawing them into screen. To do so, I have been tinkering with the idea of using an 64 bit key to store the state of each ...
Devem's user avatar
  • 11
4 votes
1 answer
4k views

Is it possible for me to create a custom script that will fully disable auto refresh everywhere within Unity (not just on script changes; in my case, asset creation/deletion in addition to everything ...
skplunkerin's user avatar
2 votes
0 answers
358 views

This topic is about ways to handle light volumes in a deferred lighting pipeline. I currently have a deferred lighting pipeline where spheres are sent to an openGL GLSL lighting shader. The sphere ...
slexov's user avatar
  • 21
0 votes
1 answer
173 views

According to this article, the Mclip matrix will be used, but I didn't find any function in Directx11 to set this matrix. How do I set it?
Mark Peter's user avatar
0 votes
1 answer
284 views

TLDR: what are the pros and cons of using a naming convention for tagging and sorting game assets? for the UI to search and handle it for devs and gamers to move files around I am building a game ...
formatc2013's user avatar
2 votes
1 answer
4k views

I'm trying to integrate ECS design into my game engine. Currently I'm trying to mimic the components of unity (although not pure ECS) with MeshFilter (holds ...
Jorayen's user avatar
  • 121
6 votes
0 answers
312 views

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 ...
FAtBalloon's user avatar
4 votes
2 answers
8k views

I am a new game developer, working on a 2D platformer game. I am working with my friends who can make sketches on paper and import them to Photoshop to paint, as none of us have worked on an actual ...
rangrot's user avatar
  • 43
0 votes
1 answer
2k views

I have the situation in which I require different VkPrimitiveTopology's for different models, which requires me to have a unique pipeline's that render the different models, but now I require multiple ...
0xen's user avatar
  • 463
0 votes
1 answer
99 views

I'm having problems with the Input Assembler. The first time the data is passed through the pipeline, everything is fine. But, when the index buffer (with a diffrent/higher index than before) refers ...
Wolfgang Schafzahl's user avatar
1 vote
1 answer
861 views

I am currently in school studying game design and programming and I am wondering, simply: How are games updated? Whenever I create simple, little programs, if I change anything, essentially the ...
Dr Negative's user avatar
1 vote
1 answer
2k views

While refreshing my mind on OpenGL ES, I decided to read a few of the books I brought a while back and search for some tutorials online. Whilst doing so, I came across many beginner's tutorials that ...
Unheilig's user avatar
  • 525
3 votes
0 answers
49 views

First time making a 3D game so could use advice. The designer is creating 3D characters with Cinema 4D (https://www.maxon.net/en/products/cinema-4d/overview/). What steps are required to go from his ...
Crashalot's user avatar
  • 141
13 votes
2 answers
1k views

I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
stanleyerror's user avatar
1 vote
0 answers
1k views

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
user5716904's user avatar
7 votes
1 answer
1k views

I've been reading around online and through books and still can't quite figure out what exactly tool pipelines are within the game industry.
rango's user avatar
  • 91
6 votes
2 answers
3k views

I'm using Box2D for a Game Programming course, and I was wondering if it is possible to choose the best shape and size of shape for the rigidbody/fixture for a sprite based on its transparency. I've ...
vdwtanner's user avatar
  • 165
0 votes
1 answer
2k views

I just encountered this kind of error when using the MonoGame Content Pipeline and it's my first time to use it to convert png to xnb files (I use a stand alone app for converting files to xnb in the ...
dovicz's user avatar
  • 191
1 vote
2 answers
2k views

I am using the '3D Models' chapter of Learning XNA 4.0 to further understand 3D implementation in XNA, but I am running into an unhandled exception, when I try to draw each mesh. Here is my basic Draw(...
Gnemlock's user avatar
  • 5,333
1 vote
1 answer
417 views

At first I thought clipping happens before projection since new vertices may be added and the output of projection is in NDC which is 2D. However after a lot of googling, I found that some articles/...
EternalWind's user avatar
3 votes
4 answers
256 views

I am still in pre-dev phase - creating Assets, editing storyline, doing OOP analysis. I plan to make game in UE 4 and would like for game to have VR support. Would it be good idea to start right away ...
VolodymyrNaz's user avatar
0 votes
1 answer
2k views

I have an OpenGL(3.3)+GLEW application. I want to draw a black vertical rectangle at the left side of the window for writing some information on it, like fps (I use GLEW function for drawing text). ...
Dmitry's user avatar
  • 3
12 votes
3 answers
2k views

Both graphics APIs (OpenGL and DirectX) devise a well defined pipeline in which several stages are programmable. These programmable stages require to take a fixed minimum amount of data and are ...
The Light Spark's user avatar
2 votes
1 answer
2k views

I am reading Practical Rendering and Computation with Direct3D 11. In the book the D3D11 pipeline is often described with this image: In the Chapter about resources, Paragraph about buffers, I ...
wip's user avatar
  • 318
8 votes
4 answers
3k views

I've done some digital paintings and concept sketches in the past, and I was thinking about employing those skills in my game making efforts. From an artists standpoint, what does he have to do ...
1 vote
1 answer
408 views

I am writing a game project in Go and I am using an OpenGl 3.3 core context to do my rendering stuff. At the moment I have different types of renderers. Each renderer has it's own pair of vertex- and ...
Arne's user avatar
  • 977
2 votes
1 answer
11k views

I am a pixel artist with very little programming knowledge. I have read that it's possible to use Texture Packer to do batch conversion of pvr.ccz files to png using the Command Line Tool. How do I ...
Sammy the gofer's user avatar
2 votes
1 answer
268 views

I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
Esa's user avatar
  • 1,501
2 votes
3 answers
3k views

I've already asked similar but a bit unclear question here but this time I will be very specific and to the point. Suppose I have an actor which grabs a power up. He starts to glow using bloom shader ...
fakhir's user avatar
  • 409
10 votes
1 answer
4k views

I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made ...
fakhir's user avatar
  • 409
5 votes
3 answers
1k views

Can you explain why clipping takes place after the illumination process in the rendering pipeline? Would it be not cheaper to clip first and do then the illumination?
Evgenij Avstein's user avatar
0 votes
1 answer
325 views

The title is not very explicative, so i'll try to make myself clear. I have two "working"(on which i work on) PCs : a desktop that runs an NVIDIA GT440 an a laptop with a RADEON HD 4650. I have a ...
Edoardo Dominici's user avatar
1 vote
2 answers
189 views

A while back I was looking for a way to export / load Models in XNA for animations. I took the advice from a comment, and tried using the "SkinnedModelProcessor" he linked me to. It worked great at ...
Full Metal's user avatar
5 votes
1 answer
12k views

I created a simple Model framework in C++ 11 so that the same model can be rendered in different parts of a scene. What I am trying to figure out is how to reference VertexBuffer data already "set" ...
Wind And Flame's user avatar
3 votes
1 answer
882 views

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
danijar's user avatar
  • 5,751
2 votes
2 answers
1k views

I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not: Each major task (drawing, physics, logic, networking, disk I/O) will have its own isolated ...
okw's user avatar
  • 163
3 votes
2 answers
3k views

I'm working on a 2D action RPG. One of the issues I run into is art; in the vein of Flash games like FF7, Secret of Mana, or Epic Battle Fantasy, I would like to actually display the weapon with the ...
ashes999's user avatar
  • 11.3k
4 votes
1 answer
840 views

When using a gamma-correct pipeline, you have to work with floating-point rendertargets. Otherwise, you will get severe banding due to the insufficient precision of the usual 8-bit-per-channel integer ...
LTR's user avatar
  • 300
7 votes
4 answers
2k views

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games)....
Slaus's user avatar
  • 427
2 votes
5 answers
870 views

I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to ...
Antoine Lassauzay's user avatar
5 votes
4 answers
663 views

I'm creating a game on the android platform that uses the resources/raw folder for assets and scripts. The problem is that every time I change something I have to rebuild the application to test the ...
Sebastian Bugiu's user avatar
5 votes
1 answer
539 views

If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on ...
user827992's user avatar
  • 1,971
4 votes
3 answers
2k views

I would like some insight about how to place an image with an alpha, and a certain amount of opacity, on the top of everything that is rendered. What's the cheapest way to do that? I use C++ with a ...
user827992's user avatar
  • 1,971
0 votes
2 answers
1k views

I'm starting with the programmable pipeline and the shaders in C++ for OpenGL 3.0+, i would love to be able to change some settings on the fly, for example replacing a function with another function, ...
user827992's user avatar
  • 1,971
-2 votes
3 answers
706 views

I find difficult to study the performance of a shader or a series of statement probably because the OpenGL is a state machine and also the execution is in parallel and not serialized like a standard ...
user827992's user avatar
  • 1,971
2 votes
3 answers
4k views

I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of ....
Zabby's user avatar
  • 35
2 votes
1 answer
4k views

I've looked at this Wikipedia's link, http://en.wikipedia.org/wiki/Graphics_pipeline, but the article lacks in-depth explanation. The only thing, I suppose, I understand and can expand upon, is, ...
tomsseisums's user avatar
  • 3,366
8 votes
1 answer
2k views

I found this article on implementing an input pipeline for Android, but I don't really understand how it works. I also don't completely understand the programming concept of a pipeline or a pool ...
TMV's user avatar
  • 183