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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. If your previous development experience is based on OpenGL, you may find that the texture on your grid is vertically flipped. to make the color in bottom darker.

Shaders 98
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Weird Texture issue

Cocos

I have a 2d tiled game. On my latest game, I have a weird issue with texture and I have no idea why I have this ( I could only reproduce it once but players do find it from time to time). Suddenly, when the player plays, the screen goes all wrong as if all the textures were now corrupted. Ok so here is the deal.

Texture 40
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Amy Hennig's new Marvel game leads off Epic's State of Unreal | GDC 2024

GamesIndustry.biz

Hennig was on hand to not only introduce the game, but also show off some new Unreal Engine effects featured in the game, like a Nanite adaptive tessellation feature that allows developers to later tile textures and use shader logic to create complex environment effects like foot prints or tire tracks in real-time with a minimum of geometry.

Tile 110
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D2 log 068 – Water shader

Catnip Games

Spent some time tinkering with shaders. It doesn’t tile properly but the seam is hard to notice so I’m fine with it. I also tried distortion for the bottom layer but UV wrapping is a problem because the tiles are in a texture atlas. Maybe next time…

Shaders 52
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D2 log 074 – New level format

Catnip Games

Everything is just one big texture. This gives me freedom in level design and saves work making tiles… tileable. The custom terrain shader uses the z-channel to draw water in lower areas of the level. Interactive elements will be placed using the in-game editor. So it’s RGBZ.

Terrain 52
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

We’re not really doing anything with shaders or post processing in the tutorial, so depending on where you want to take the tutorial later, its really up to you which you choose. Resources just feels like it should be things like 3d Models and Textures, but if you want to stick with the original, that’s fine.

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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

To show the benefits of GDeflate, we measured system performance without compression, with standard CPU-side decompression, and with GPU-accelerated GDeflate decompression on a representative game-focused dataset, containing texture and geometry data. This also enables random access to the compressed data at tile granularity.

Tile 52