A collection of vertices, edges and faces that defines the shape of objects
1
vote
2answers
70 views
My mesh has holes in it. How do I make those invisible faces show?
I have a mesh. A perfectly normal mesh, without any artefacts at all.
However, when I import it into Unity, there are holes in it.
After going through my UV mapping and normals, they are all mapped, ...
0
votes
0answers
32 views
Vertex count increases after importing FBX in to Unreal Engine 4 and Unity
I have imported some static meshes in both Unreal Engine 4.14 and Unity 5.5, which were created in Maya 2014 and Max 2014, and exported from Max 2014. The UV's were mapped for each mesh. The mesh was ...
-1
votes
0answers
29 views
How to travel around a polyhedron
How do I store position and know what value modify if I want to travel around some polyhedrons (kind of like Mario Galaxy) if I had, for example, an icosahedron stored in a halfedge structure?
0
votes
2answers
83 views
How are minimaps rendered for open worlds?
When I've created minimaps for smaller to medium levels before I would use a large texture mapped to a plane for the minimap and world map. The minimap/world map camera would then view this texture ...
0
votes
1answer
27 views
Problems with object collision detection using mesh colliders in unity
So I'm working on a project and I need to detect when an empty object with a mesh attached to it collides with another object. Essentially, I want to know when the mesh is touching a cube. I've tried ...
0
votes
0answers
41 views
Unity - change sprites to something that uses less memory
I have a game that uses only silhuette textures, but they take up waay too much memory (360 MB overall and this is a mobile game) so I plan to avoid using sprites with alpha punchouts (1 bit alphas). ...
0
votes
0answers
15 views
Best way to add material to mesh map Unity
Ok bear with me because I don't know most of the terminology yet. I downloaded an asset for 2D tiling to use in my game so I'm basing this off the documentation terminology. It chunks my 1000x1000 map ...
0
votes
0answers
30 views
Where is the center of the mesh when dealing with imported assimp animations?
I imported a scene from a FBX into Unity with assimp but the animations are completely wrong: Unity uses a left-handed coordinate system and I managed to solve this problem by adding the following ...
0
votes
0answers
43 views
Cube Normalization using multiple meshes in unity
I was trying to make a planetary LOD system in unity for my game. The system was supposed to consist of a subdivided cube, that's points would get normalized in order to make a sphere. The problem ...
0
votes
0answers
89 views
Generating 3D models / meshes
In LibGDX how can I construct a 3D terrain model that has
Position
Normal
Color
The model does not require a texture, it is colored on a per vertex basis.
I've looked into LibGDX's ModelBuilder and ...
0
votes
0answers
51 views
Unity Generating PolygonCollider from mesh
I generated a procedural mesh using marching squares and the MeshFilter component (it's 2 dimensional). Now I got the point that I need do collision detection with the character (a sprite with a box ...
0
votes
1answer
49 views
Determine “bounding box size” (not scale) of model in MonoGame
I'm working on integrating some the 3D models I import into my physics system by trying to take their "size" and use that as the side for objects within my physics system. When I say size, I'm ...
0
votes
0answers
52 views
LibGDX placing UV on a generated basic terrain mesh
I'm making my own terrain mesh via code (not really for efficacity but more for understanding meshes and 3d in general) and trying to make it tiled.
Here's my code:
private static Model makeTerrain(...
0
votes
0answers
19 views
jMonkeyEngine3 having difficulty loading textured mesh
I have a OBJ (with respective material files, MTL, etc.) model that I created myself and that I can load into Blender just fine.
I am now trying to load that model into jME3 and am having difficulty ...
2
votes
2answers
80 views
How should I manage meshes for the streets of a 3D city map in Unity?
I was recreating a small city in Unity3D and was going to place streets and pathways according to a sketch. I'm building for Android and the city is quite small; I'm planning to have the entire road ...
0
votes
0answers
16 views
PolyMesh interpolated by Besier triangles is not smooth (?)
I implemented cubic Besier triangles patches (N-Patches] monstly following tutorial from gamasutra
But polygon mesh (e.g. tetrahedron in following example) interpolated by that technique is not ...
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
19 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
25 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
45 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
80 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
27 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 ...
1
vote
0answers
319 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
185 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
162 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 ...
8
votes
2answers
338 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
97 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
194 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
52 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
169 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 ...
1
vote
0answers
57 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
102 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
101 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
104 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
100 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
44 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
356 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
41 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
99 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
93 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
89 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
37 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
1answer
219 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
64 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
449 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
45 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
159 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
123 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
167 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
89 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 ...