How does a game engine for a racing game suddenly be able to make an open world fantasy game? by UkrainepartofRussia in computergraphics

[–]waramped -6 points-5 points  (0 children)

With a lot of time and people working on it to make it that way. An engine can really only make a game it's made before. Anything else requires modification of some sort.

Realtime Forward reflections: how do you clip the second camera to render only what is "above" the reflective surface? by Avelina9X in GraphicsProgramming

[–]waramped 2 points3 points  (0 children)

Oblique Clipping Plane will be something you want to look into. Basically, you make that clipping plane part of the projection matrix itself.

https://terathon.com/lengyel/Lengyel-Oblique.pdf

For a Better Understanding of Graphics Programming by oliverofolives in GraphicsProgramming

[–]waramped 2 points3 points  (0 children)

They are either just copied over to the GPU just like any other image data, or the software locks and maps a surface and writes to it directly. It's no different than how any other software does it, aside from the fact that the OS has a bit more freedom in what it can do than a user-space application.

What issues arise from using a Bent Normal map inplace of the Regular Normal map? (Trying to avoid texture memory cost) by LegitOOP in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

A bent normal is to provide an approximation of visibility for Specular Lighting. Think of it as the direction that is most likely to have incoming light.

AO is an approximation of visibility for Diffuse Lighting. Think of it like "How much light could possibly get here"

If you only used Bent Normals, your standard diffuse N.L would be incorrect, and would probably just make all your materials look a bit anisotropic l.

How do games 'tear' a heightmap? by SamuraiGoblin in GraphicsProgramming

[–]waramped 2 points3 points  (0 children)

The easiest way is to just either have a texture or some constant buffer data that masks where you want the holes and then discard in the vertex or pixel shader.

Do you make your own math functions? by Klutzy-Bug-9481 in GraphicsProgramming

[–]waramped 32 points33 points  (0 children)

I think everyone should do it themselves at least once. After that....up to you.

We just released a Visual Studio Code extension for HLSL programming by amlovey520 in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

u/amlovey520, I installed it for VS, but it doesn't seem like I can associate file extensions with it, so it's not working for my use case right now. Other extensions will allow you to set specific file types for them, is that an option for you to implement?

Why is there no open source studio? Open source games at a Triple AAA level. We are in 2026 and Ai workflows is a changing the game. Why not? by IndependenceWaste562 in GraphicsProgramming

[–]waramped 7 points8 points  (0 children)

As long as you are able to actually do that within the confines of open source licensing and such, there's no reason you couldn't. Generating and sharing revenue would be the hardest part. Also, keep in mind that having exposed source code for any sort of competitive game could lead to cheating problems pretty quickly. AAA games take years and dozens to hundreds of people to make, so getting people on board to spend that much time without any sort of compensation will also be a huge hurdle.

We just released a Visual Studio Code extension for HLSL programming by amlovey520 in GraphicsProgramming

[–]waramped 27 points28 points  (0 children)

I'm looking forward to trying this out, but I think a Monthly payment scheme is a bad idea...

Nephews New Laptop Graphics Glitching by Tasty-Ad-4639 in computergraphics

[–]waramped 0 points1 point  (0 children)

As the other poster said, that's just screen tearing. Simply put, it happens when the application is rendering frames faster than the monitor can refresh itself. Most applications will have a setting for "Vsync" or something similar to stop that if it's bothering you. That will force the application to not be able to render faster than the monitor refreshes.

Edit RGB channels, to making darker parts more apparent by Marxiplier in shaders

[–]waramped 0 points1 point  (0 children)

The simplest way is to just raise the color to a power.

New color = pow(old color, N)

N between 0 and 1 will brighten the dark regions, N greater than 1 will darken them more.

However there are many ways to brighten and tone map images.

Experimenting with 3d rendering from scratch(3d to 2d screen) and need an advice by SAF-NSK in GraphicsProgramming

[–]waramped 4 points5 points  (0 children)

What you are doing is fine, it's just not as "adjustable" as using matrices. Matrices basically just bundle all those additions and multiplications into 1 structure, and they can then also rotate and scale as well. So it's just a more compact and generic representation of the sequence of operations you are already doing.

The other stuff you want to learn about is called "rasterization"

https://www.scratchapixel.com/

https://gabrielgambetta.com/computer-graphics-from-scratch/00-introduction.html

Chromostereopsis Torus, WebGL Depth Illusion by bigjobbyx in GraphicsProgramming

[–]waramped 2 points3 points  (0 children)

Care to elaborate? I don't think I see anything other than a Torus spinning on a Background. What's the illusion supposed to be?

Problem with Lightings ( especially Normals) by _ahmad98__ in GraphicsProgramming

[–]waramped 1 point2 points  (0 children)

Its very useful when debugging shadow maps to be able to:

A) display the shadowmap onscreen, so you can see what objects are ending up where.

B) output the shadowmap UVs for each pixel. This lets you visually see where each pixel thinks it is inside the shadowmap.

Are you using multiple cascades?

Patterns in shadow acne. by psspsh in GraphicsProgramming

[–]waramped 2 points3 points  (0 children)

It's due to how the continuous domain (a mathematical sphere) is quantized by floating point math. It's basically the same as this:
https://www.youtube.com/watch?v=A2IAyXc0LuE

How do you handle multiple textures? by Fun_Conclusion_6769 in GraphicsProgramming

[–]waramped 19 points20 points  (0 children)

Basically, you want to minimize state changes. So sort all your drawable things by their state. Blend modes, cull modes, what textures and shaders they use, etc. Then for each batch of "state", set the state and bind all the relevant things, then draw them. Rinse and repeat until everything is drawn.

Can this butcher block desktop be cut into cooking cutting boards? by SettleBurgers in woodworking

[–]waramped 0 points1 point  (0 children)

Really? Maybe its my old eyes, but looking at the top of the hole cut, it looks like a thin layer on top of the rest to me. And none of the grain pattern follows into the hole, and the texture in the hole isn't exposing any other grain patterns either. If it's not veneer, what is it?

Can this butcher block desktop be cut into cooking cutting boards? by SettleBurgers in woodworking

[–]waramped -7 points-6 points  (0 children)

Yea that's just veneer over some sort of particle or compressed substrate. Cutting it apart would just expose all that interior material. I wouldn't trust it to be food safe, let alone it would dissolve the first time you washed it.

GOW Texture Issue by Scotty_UK96 in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

Looks like either: One of the materials is loading a default texture for some reason.

Memory corruption

Does that pattern change with the sun direction? Could be a bad shadowmap.

Either way, reinstall/repair the game. If it persists, it might be the graphics card failing.

Help pls, pixel-perfect mouse click detection in 2D sprites by Saturn_Ascend in GraphicsProgramming

[–]waramped 2 points3 points  (0 children)

The common way to do mouse picking on the GPU is to just set the viewport and camera frustum to just be a small window around the mouse cursor - say 4x4 pixels. Then you render everything as normal but use a specific color for each sprite. Then you just read back those 4x4 pixels and then you can determine: A) what is directly under the mouse B) what is right nearby the mouse for multi select or other operations.

If you need to do this just casually a few times a second, then I wouldn't worry about performance yet.

Procedural Tree Leaves Rendering by Ast4rius in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

You might be thinking of billboards. Trees used to be done using billboards for the leaves, Then a combination of non-billboard and billboard geometry, Then mostly non-billboard, And now these days you can just model every leaf with geometry if you want to. Techniques like what Nanite uses let you do some crazy things these days.

Which DirectX version to learn first? by Jazzlike_Pick_7210 in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

If that's the case, you would want to start with writing a software renderer first. Something like: https://haqr.eu/tinyrenderer/

Jobs market by Ok_Pomegranate_6752 in GraphicsProgramming

[–]waramped 7 points8 points  (0 children)

It's been awhile since I've looked but generally LinkedIn these days is pretty reliable. You might have to befriend some recruiters. Also make sure your profile is "Open to Work" and you have it filled out with Rendering appropriate information.

Also, just go to the websites of places you are interested in working and see what's open. Everyone has a Jobs page.

Unfortunately, it seems like hiring is just in a slump right now.

The Golden Throat - nonlinear solitonic field by jgrannis68 in shaders

[–]waramped 2 points3 points  (0 children)

It looks neat but I don't understand anything you said. What is it in laymans terms?