For a 2D game, does using a float2 for position increases performance in any way?
I know that in the end the vertex shader will have to return a float4 anyway, but does using a float2 decreases the amount of data that will have to be sent from the CPU to the GPU?
Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)
As for my questions go I was wondering if anyone had resources that could help me learn. I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.
Thanks for your time.
SCAN. DRILL. SURVIVE. ISOLATED Release in May 1st 2018 https://store.steampowered.com/app/805950/Isolated/ A game by Jérémie Bertrand Music & Sound Design by Pierrick Querolle *** Our solar system has been invaded by strangers. For the purpose of a possible negotiation, a team of astronauts is sent to the moon. Alas, they are shot before even arriving on the scene. Only one astronaut survives the crash and his only goal will be to go home... GAMEPLAY Shoot enemy ships to avoid being invaded. Be precise in your movements, because it's better to lose a bit of life at the top than to lose it all at the bottom. Take out your drill to destroy the stones in your path. Validate your identity to cross the different laboratories. Reach the flag before losing your three lives. And all that... at the same time! Will you be able to go home? If the answer is yes, how long will it take?
By Captain Jack
Two questions: I am trying to rotate chroma in YUV colour space by separating each of the components and applying the following formula.
int Ut = ((U-128) * cos(hue[H]) + (V-128) * sin(hue[H])) + 128; int Vt = ((V-128) * cos(hue[H]) - (U-128) * sin(hue[H])) + 128; ...where hue[H] is an array of rotation angles between 0.0 and 360.0.
This seems to work OK but is dog slow. Is there a way to speed this up by converting to integer only calculation and doing away with cosine and sinus?
Second, when doing conversion between YUV and RGB, it seems that luma is also affected after rotation. To demonstrate what I mean, I am randomly rotating each line's chroma. The process is:
Convert from RGB to YUV > rotate chroma > convert to RGB.
Top left is the original image, the two images on the right are U and V and the bottom left is the luma. As you can see, it seems to have some artefacts from rotation. Is there a way to avoid this?
By deadless games
i'm am looking for volunteers with little or no experience to help with music and graphic design.
i was thinking of making a platformer game by myself to get into programming but struggled to make music and do Character design
you PC doesn't need to be amazing,need to be willing to spend time doing your role,
if you are interested please contact me with one of the means below.