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    • By SIr Pep
      I have been making my game 2d in Unity and almost immediately came upon this 2D tile rendering issue.
      All I've found online, and am using, is a hack to fix it which includes separating them all, and in some cases drawing lines in between every single tile to match colors.
      I'm wondering if anyone else has this issue and how to fix it. 
      Also, @CrazyCdn here's what I meant. You see streaks across the tiles that shoudn't be there.


      Also, here's a youtube video of that exact problem
      https://www.youtube.com/watch?v=QW53YIjhQsA
       
    • By datboi
      Hello everyone. I have been trying to make a font renderer that uses freetype for the past couple of days but am currently stuck with getting uv tex values when rendering.
      Here is the current code I use
      struct SVertex { SVector4f        pos;     Color32           col;     SVector2f        tex; }; // D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 float CDisplayFont::DrawTextA( const char * szText, int textCount, const SVector2f& pos, const SColor & color, const SRectf * pClipRect ) {     SVector2f tmp = ( pos ); IRender * pRender = g_pCore->GetGraphics()->GetRender();          for ( int i = 0; i < textCount; ++i )     {         Codepoint_t cp = static_cast< Codepoint_t >( szText[ i ] );         if ( GlyphInfo_t * info = GetGlyphInfo( cp ) )         {             if ( szText[ i ] != ' ' )             {                 float sx = tmp.x + info->offsetX * m_fScaleHoriz;                 float sy = tmp.y - ( info->height - info->offsetY ) * m_fScaleVert;                 float w = info->width * m_fScaleHoriz;                 float h = info->height * m_fScaleVert;                                                      // column (u) and row (v) number                 // -- heres where i'm stuck                 float u = 0;                 float v = 0;             SVertex vtx[ ] =                 {                     { sx,     sy + h, 0.0f, 1.f, color, u, v },                     { sx,     sy,     0.0f, 1.f, color, u, v },                     { sx + w, sy + h, 0.0f, 1.f, color, u, v },                     { sx + w, sy,     0.0f, 1.f, color, u, v },                     { sx + w, sy + h, 0.0f, 1.f, color, u, v },                     { sx,     sy,     0.0f, 1.f, color, u, v }                 };             //   arguments ->    ( rl, vtx data, vtx count, topology, texture (IDirect3DTexture9) )                 pRender->PushVertices( NULL, vtx, 6, D3DPT_TRIANGLELIST, info->texture->GetInternalPtr() );                 }                 tmp.x += ( float )( info->advance >> 6 ) * m_fScaleHoriz;                 }     }          return tmp.x; } This obviously prints nothing because I am stuck on how exactly I should be getting the correct u & v coords.
      I have confirmed that I am getting the correct texture by saving the IDirect3DTexture9 to a file, getting stuff like this - https://imgur.com/a/Lwl2Xws

      I appreciate any advice/pointers in the right direction, thank you.
    • By tromtrom
      Hi there,
      I've been absolutely fascinated by Noita trailers, and gameplay videos.
      https://noitagame.com/
      Their pitch is that every single pixel is simulated. How does it work exactly?
      I'm trying to take another game as example, let's say Oxygen Not Included, tiles have properties such as material, temperature, quality of air, pressure, etc...
      It's actually very easy to understand how to model these kind of data. It can just be a massive grid, each element of that grid is a tile, tiles are regrouped by chunks. A chunk getting a change would be set to dirty, then get reupdated, etc... Of course it's not easy to make, but it's easy to understand,
      Now what about Noita? Could it be the same way to model the environment, but at the level of a pixel instead of a tile? Would that not be way too costly?
      Just trying to wrap my head around the concept...
       
       
    • By Roky
      Hi there,
      We are small indie team developing a casual mobile game. We are trying to implement the following two effects in our game.
      1. Ice to Normal Blocks:  https://youtu.be/q71RaKHn-iw?t=1227
      Here a nice particle effect happens when all the ice blocks are turned to normal blocks. We want to do this.
       // Aiming Dots:  https://youtu.be/q71RaKHn-iw?t=127
      We want to implement this aiming dots for a ball in our game.
      Does anyone know –
      1. How to implement these two effects? We have a good programmer. Any link to an online reference will be enough.
      2. Is there a asset at Unity asset store that could help us?
      Thanks. Any suggestions appreciated.
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