A collection of vertices, edges and faces that defines the shape of objects
0
votes
0answers
17 views
Generate Colliders By Traversing Game Objects [duplicate]
Assuming I have all of the blocks in this scene stored in a list. If I wanted to create a single polygon collider to cover the connected parts of the level, then which traversal algorithm should I be ...
0
votes
1answer
13 views
How do I combine mesh to all move together with an armature?
I can't figure out how to make all these parts move together. I joined them, however, they are still separate? How do I make my model move its parts together?
1
vote
0answers
23 views
Calculating the inverse mesh of a 2D mesh inside a bounding box
If I have a mesh (drawn in red below)
How can I calculate the inverse of the mesh (drawn in red below), given that the mesh is always constrained by the same four vertices of the encompassing ...
-1
votes
1answer
19 views
How do I make Text Mesh appear five seconds later and disappear from the scene in unity3d [duplicate]
I have a text mesh in my scene. I don't want the test to show right when the scene starts . I want to text to show up in the scene five or ten seconds later on the screen and than the text disappear ...
0
votes
1answer
39 views
In trying to get vertex positions on a Blender-generated mesh in Unity, they seem to be badly off?
I've imported a number of track-terrain pieces into a game I'm working on, and I would like to get the mesh vertex arrays so I can position objects at their exact end. However, when I try to collect ...
1
vote
0answers
19 views
Custom complex body shape with cut feature
I need to create sprites (or scene2d actors or whatever) with custom shape, preferably generated from a png image (marching squares?).
I followed some Mesh tutorials but they all hardcode the ...
0
votes
0answers
65 views
Should I combine multiple tiles of terrain as one mesh in Unity3D?
I have a tiled terrain, generated by multiple noise algorithms. Currently, each tile is it's own GameObject, that has a handler for an OnMouseOver event. The area that is loaded at a time consists of ...
0
votes
0answers
75 views
How to create a “border” effect in Unity?
Okay let me start off by saying I have searched for several days on this topic, and it seems that either nobody posted anything about it, or it is on the internet, but too far buried under piles of ...
0
votes
1answer
74 views
Why does my mesh disappear from certain angles?
I'm trying to construct a hexagonal prism from vertices for my turn-based strategy game. This is my first time working with meshes and I have been following this tutorial.
The problem I am having is ...
4
votes
1answer
126 views
Mesh generation for procedural city generator
I have a programming problem relating to mesh generation for city grids. I've recently created a city grid generator and I've come as far as being able to reliably generate the road mesh for the grid ...
0
votes
0answers
44 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
60 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
35 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
117 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
20 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
45 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
43 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
65 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
80 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
56 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
30 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
97 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
30 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
78 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
45 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
57 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
29 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
189 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
31 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
290 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
36 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
105 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
113 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
62 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
66 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
287 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
45 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
125 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
89 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
57 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
272 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
30 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
95 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
256 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
91 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
78 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
52 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
68 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
201 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 ...