A collection of vertices, edges and faces that defines the shape of objects
0
votes
0answers
13 views
Access to mesh in Unreal Engine 4
Suppose we create simple Actor class and we give it some primitive shape - sphere, for example. I would like now to access the mesh data from the level of C++ class - all vertices, triangles etc - and ...
0
votes
1answer
40 views
Unity detecting edge of mesh or end of mesh
I'm trying to create procedurally generated tiles and I've reached a point where I need to figure out the boundaries of the mesh or the outer vertices of the mesh.
RaycastHit hit;
if (...
1
vote
1answer
30 views
Technique to find a mesh intersecting with a primitive solid without using colliders?
For what it's worth I'm using Unity3d, but I believe the problem is more general.
There are hundreds if not thousands of meshes with hundreds of vertices each.
There is one sphere that can be ...
5
votes
1answer
100 views
Unity - Small holes of light seems to go through my blender mesh
So, I am currently working on a low-poly terrain in Blender which will be flat-shaded in Unity. It all works great, however I am working on a cave for the terrain, and I seem to be getting these small ...
0
votes
0answers
18 views
Generating edge connections for mesh
So I'm working on exporting mesh data to maya files from my game. and I have the faces listed with the three index's., they are in a list in order. Since all the faces are triangles that means that ...
1
vote
0answers
41 views
How to color individual parts of curve in unity, real time?
So I have a mesh curve that I've imported from Blender. What I want to do is to place individual points on the curve (at fixed distance) and then based on a specific number, color them.
Let's say for ...
0
votes
0answers
17 views
LibGDX Render Mesh
I have a Mesh mesh.
I'd like to render mesh. However, its method for doing so is render(Shader shader, int primitiveType). I don't have a shader.
To get a shader, the thing to do is new Shader(...
3
votes
0answers
53 views
How do I find the face of an object?
I'm working on a build mode but the thing of it is the player is able to deform meshes. Part of my build system includes having "snap" points thus I need to be able to find the face and recenter the ...
5
votes
2answers
72 views
Texture coordinates do not map correctly in Direct3D11 game engine
I beg your pardon if this question has been already answered elsewhere or if this is the wrong site, but I have a serious issue with rendering textures with Direct3D 11.
Using Cinema 4D R17, I ...
0
votes
1answer
40 views
How are the positions of skinned mesh vertices with multiple weighted parents stored?
I'm trying to wrap my head around the basics of skinning and skeletal animation. I understand not every skeletal animation implementation works exactly the same, but I'm just trying to understand the ...
1
vote
0answers
28 views
Creation of block mesh for minecraft like chunk
Problem:
I'm trying to build a naive mesh for a "chunk" of 2x2x2 blocks. But the "mesh" i create is 3x3x3 blocks (i don't understand why?) and the "extra cubes" are not like i intendet them to be (...
1
vote
0answers
47 views
Mesh vs LineRenderer Performance
I've created a script, which is drawing a line along a bezier curve, so that I can animate whatever I want with lines, mostly for UI purposes. For the moment I'm using a line renderer, which works, ...
0
votes
0answers
28 views
Obtaing triangles from a 2D polygon
I'm developing a game using Unreal Engine. I have to use Procedural Mesh Component.
My problem is that I'm new in Game Development and, for this method, I only have an unordered array of vertices.
...
3
votes
0answers
67 views
How to handle clothing poke through for customizable characters?
I am in the process of developing a character customization system and I want to setup the base character model (the body) so that it works with which ever process I end up using. There are 2 aims ...
0
votes
1answer
29 views
Mesh Chunk Combining and Extruding
So I'm working on a proceduraly generated level, that is composed of multiple chunks, so you don't go over the maximum amount of verts allowed in Unity Meshes.
Another function is the ability to ...
-1
votes
1answer
45 views
How to give a mesh collider gravity 5.0
I was trying to make a simulation of an object that needs gravity to work, a hydraulic movement-assistance system for disabled people. All parts are aligned properly, all objects have mesh colliders ...
0
votes
0answers
23 views
How To Mesh Models Together
I have been recently using my game engine created on LWJGL 3 to create a voxel game. Just a brief overview on how the voxels work, there are a list of block types that hold a model and bounding info, ...
7
votes
2answers
173 views
What are these odd distortions on far away textures?
I'm currently writing a simple voxel engine just to get some practice in, and I'm coming across some odd issues. In order to generate terrain, I create a mesh and then assign UV coordinates on a ...
0
votes
0answers
22 views
Correcting Vectrosity wire frame line normals
Current Setup
This is my current scene, you can see that as the sphere rotates it looks like at the edges(90 degrees) to our normal you see the lines fine but dead on the almost disappear.
Grid ...
3
votes
2answers
234 views
Bullet holes on curved surfaces and corners
So right now I am making an FPS game where the gun creates bullet holes (plane with texture) on impact, but there is a problem with that, if I shoot at the edge the plane will stick out and also ...
0
votes
1answer
33 views
How to rotate a triangle to look at a point?
Lets say I have a triangle defined by 3 vertices and a center point, how do I rotate the triangle so its normal is looking at a specified point?
1
vote
1answer
79 views
Checking if point is inside the mesh via raycasting - where to cast rays?
I need to voxelize triangle meshes which involves testing if a point is located inside or outside the given mesh.
I have just implemented a basic algo based on raycasting and checking the number of ...
3
votes
1answer
108 views
Why create meshes instead of using Planes?
I'm working on a top down 2D game in Unity and I want to create levels dynamically. All tutorials I find tend to talk about generating meshes so I've followed some great tutorials such as this one. ...
0
votes
0answers
46 views
Problem with loading vertices into Nvidia PhysX triangle mesh
I'm new to using PhysX but I have a little bit of experience using other physics engines. I want to test out the waters because I've been having some problems with Bullet. I believe the problem is ...
0
votes
2answers
61 views
How to address raycast failures due to tiny holes in a mesh?
Problem:
I have a racing circuit that is made out of tiles, each of which is made out of 2 triangles. I need to know over which tile my craft is hovering on; but since there are tiny holes between ...
0
votes
1answer
173 views
Unity mesh collider detecting collision on object empty inside
I'm trying to get my first 3D game done with Unity. In this game the character will be flying through some rings.
I made the ring asset with MagicaVoxel, exported it in .obj and reimported in Unity ...
0
votes
0answers
40 views
How to implement mesh subtraction with user interaction in real-time?
I am trying to perform a subtraction on 2 mesh files imported from objloader using THREE.js and ThreeCSG but it is not working as long as the objects are too big or not closed or it will be so slow.
...
0
votes
2answers
95 views
Unity3D mesh showing only black triangles
My mesh in the unity editor won't show the correct texture. Instead I get to see loads of black triangles. Anyone know what's wrong?
thanks :)
3
votes
0answers
85 views
Filling Closed Shapes
Game Engine : Unity 5.1
Developing on Windows 7
Hello,
I am using Vectrosity to draw some some shapes on screen run time. I also need to fill these shapes and none of them are really trivial shapes. ...
1
vote
0answers
39 views
How to set a specific face's texture color in Unity?
First off, let me describe my situation...
So I'm building a voxel engine based on this tutorial. I'm using my own texture tilesheet. Most of the tiles have their own color except grass, leaves, and a ...
5
votes
1answer
199 views
How to generate tiled delaunay triangulation mesh (delaunay triangulation within a rectangle with triangles connecting opposing edges)?
I have a nice triangulation of a square mesh. The way I do this currently is
generate square mesh (two triangles), from (0.,0.) to (1.,1.) (axis-aligned and normalized for simplicity)
add point ...
0
votes
0answers
29 views
Deforming the mesh with skeleton in XNA
I just want to know which algorithm does the default Model Processor of XNA uses to deform meshes when the skeleton changes, like Linear Blend Skinning, etc. I tried hard to find out but I found that ...
1
vote
1answer
76 views
Mesh slicing/knifing with multiple planes
I have a ginormous mesh which I want to cut with multiple planes.
For simplicity I want to know how to cut a mesh with single plane and repeat the logic.
Consider a X-Y plane of coords (1,1,0,0) = (a,...
0
votes
1answer
222 views
In Unity, how do I make a mesh change its opacity during runtime?
I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down.
How do I go about doing this?
I have this code that I made, but I don't ...
3
votes
1answer
80 views
Performance differences: one empty GameObject with multiple child objects vs. single GameObject formed by pre-merging the former child objects
Imagine a robot game where robots are made of pre-built blocks. Therefore, each block is a separate GameObject, with one mesh each.
I am trying to understand the conceptual differences behind the ...
0
votes
0answers
29 views
Unity3D - Collider jumps when I hit play
When I press play, my collider jumps down and offsets everything. I believe its due to the animator as it doesn't happen when its not present. I'm using the stock Unity animations.
Here is the ...
1
vote
0answers
59 views
How to generate mesh at runtime using raycast points?
I'm trying to make a clone of the trail/line renderer with the difference that everything is perfectly flat, i.e. the faces are not designed to face the camera. I'm using two raycasts to get the ...
0
votes
1answer
48 views
Trouble in 3DS MAX 2016 exported ogre.mesh file refering the correct .material
Actually we have some trouble in exporting ogre mesh + material files correctly from 3dsmax.
We are using "Easy Ogre Exporter V 2.40" for the export to ogre format.
And actually just testing its ...
3
votes
1answer
65 views
Vertex position problem for connected lines
I’m trying to generate a mesh to display connected segments representing street lines in a mini map. I have problem with vertex orientation that my math knowledge has hard time to resolve.
Let’s ...
2
votes
1answer
156 views
Why doesn't Array.Copy to mesh.verticies work in Unity?
I am rebuilding a mesh but something seems odd that I have to create a temp array just to hold the verticies rather than copy an array.
I'm not using list because this is used frequently and I do not ...
4
votes
1answer
103 views
Explain Mesh.MarkDynamic
As the reference page says, this function/method is used to optimize a mesh for frequent updates, but the description seems a little bit unclear.
What should I consider before using it in my code? ...
1
vote
1answer
86 views
Generate a 2d mesh terain out of triangles (low details)
I'd like to learn a good algorithm to generate a 2d mesh made out only of triangles to be used as a terrain.
Its not important to get a high detail terrain. It should just have a triangle looking ...
1
vote
0answers
233 views
Smooth+Flat shaded meshes cause shadow artifacts (understanding the source of the problem)
I'm using blender to create assets to use in Unity3D, and I'm having some trouble understanding how the smooth/flat shading interacts with shadows, I'm sorry if it has been asked before, but all the "...
2
votes
1answer
247 views
How to convert UV position to texture atlas pos and reapply to UV in Unity
I'm trying to apply a texture from an atlas to a mesh by reiterating through the UV array on that mesh, but I'm a bit lost on converting the coordinates.
For example, if the texture required is at x,...
0
votes
0answers
45 views
How to avoid ai hands or any body part going inside wall or ground? (Unreal Engine4)
Whenever my character get killed near wall his hands or any body part its goes through the wall making it look like half of the hands front of wall and another half through back. but i dont like it.. ...
5
votes
2answers
187 views
How far back should I move my camera to fit a given GameObject in frame?
In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
0
votes
0answers
21 views
Can you generate a mesh between to two objects in blender?
I'm wonder if there is any way I can be blender to generate or fill in the gap between these two meshes.
0
votes
2answers
177 views
Stitching terrain tiles made in Blender at runtime
Background
I'm making several individual terrain tiles inside of blender for use within a Unity 3D 5 game. Each tile is square and is made to represent a segment of a world. In game the tiles are ...
0
votes
0answers
93 views
Road Networks and meshes; dealing with intersections
For the last month, I have been working on implementing a road network in my game (engine is Unity), in a similar fashion to city builders (where the player is laying the roads). I am not concerned ...
3
votes
1answer
438 views
Generating mesh along path
I'm currently trying to generate a path along an array of points(Vector3)
This is the result i'm currently getting
The dark gray points are the given path
The red points are the generated verticies
...