Refers to games or art assets built in a three-dimensional space, where all positions have X, Y and Z coordinates.

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0answers
67 views

How do I detect collisions between a particle-based net and a ball?

I've implemented a net using Verlet integration and many points connected with constrains; like this demo, but in 3D. I want to implement collision detection between this net and a ball (like in a ...
-1
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0answers
25 views

3d game engines [on hold]

I can create 2d games using libGDX , box2D (Java) ,but I want to start create 3d games , but I don`t know where to start . I have looked a little tutorial of creating shooter using cryengine and he ...
2
votes
1answer
69 views

Infinite loop of prerendered 3d graphic

I have a game where I want a never ending pathway for the character to walk along. So in my 3d modeling tool I created a path like this: now I want to loop that model over and over in my ...
-2
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0answers
43 views

How to check the Intersection the line and triangle in 3D [on hold]

For example there is a code: struct Point { public int X; public int Y; public int Z; } struct Triangle { public Point p1; public Point p2; public Point p3; } struct Line { ...
1
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1answer
70 views

Rotate an arrow on a plane?

I'm creating a display for a GPS-based embedded system and would like to have an arrow indicating the current bearing. I'd love the arrow to have a 3d appearance by rotating it on a plane tilted up ...
0
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0answers
78 views

3d game math problem

i'm very much new to 3d math operations. I know how to rotate 3d points certain degrees arbitrarily by any axis but we were given a strange problem to think on. I'll spare using actual numbers on ...
0
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1answer
43 views

Fixed joints in 3D

I'd like to build something like rigid origami in 3D space. So I need some mesh where each vertex is a particle and the set of the edges makes a chains/fabric where each edge is a "fixed length" ...
0
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0answers
18 views

Depth Map not rendering properly in DirectX / HLSL / SharpDX

I've been struggling with this for awhile, and everything I find online says this SHOULD be working, but I apparently missed something. I'm attempting to run Deferred Rendering in SharpDX on a ...
2
votes
1answer
100 views

Should I bother merging faces in my 3D block-based game?

Okay, so I have a bunch of cubes in a 3d-world. I already implemented face culling, so that when a cube is next to another cube, their touching faces won't be drawn, or even sent to the buffer. ...
1
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1answer
57 views

How to find the 3D object the camera is pointed at

I'm currently developing a 3-dimensional game (the first I've ever done and it's not as hard as I thought it would be!), but I've run into a little bit of a snag. I want to find the current block the ...
0
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1answer
46 views

XNA C# 3D game Wall collision response glitch

I have been working on a reliable physics system in my code and so far it's ALMOST working. :D I am aiming for wall "sliding" style of collision response, like you'd expect it to work in commercial ...
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1answer
60 views

How can I inspect 3D model exactness? [closed]

I am neither a game designer nor a graphic designer. I am a .Net and C# software developer. I have a game project and I've still been studying to learn game concepts and technolgies for a year. ...
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0answers
69 views

How do I implement melee hit boxes for a top-down game?

For a 3D top-down game, how should I handle collision in melee combat? My game has no targeting system, so I can't use a simple distance check between attacker and target. What I am thinking is have ...
1
vote
1answer
132 views

Mouse click movement

I need to make realistic human movement (3D) using mouse click. Get mouse click point using Raycast. Smoothly Slerp to LookRotation. Move transform.forward. Everything works fine, except I have ...
1
vote
1answer
48 views

Opentk LookAt() and 'eye' argument rotating

I'm trying to create rotating camera, which looks down by 45 deegre like this: However my code for rotating eye vector is not working properly and I achieve vertical rotation, when it should be ...
2
votes
3answers
129 views

How do reflections work for large flat surfaces?

I understand how reflections work for objects. A cubemap would be rendered around a certain point in 3D space, usually at the center of the object that the reflection is to be applied to, and that is ...
1
vote
1answer
23 views

XNA - DrawIndexedPrimitives or DrawUserIndexedPrimitives?

When rendering primitives in XNA, does it matter if I use DrawIndexedPrimitives() versus DrawUserIndexedPrimitives()? RB Whitaker uses the former, while Reimer's uses the latter. From what I can ...
0
votes
1answer
37 views

HDR and Alpha Blending

I've been reading a lot about HDR techniques and came across Alpha Blending compatibility. Searched even more and found this snippet from the Ogre Forums: With source alpha blending, it sometimes ...
14
votes
3answers
2k views

How can I create a stretchy, breakable pizza cheese material?

I want to create realistic pizza and allow user interact with it. What I want: What I created: I created model of the pizza (8 pieces) in Blender, then imported it into Unity. The piece of ...
1
vote
3answers
100 views

Mathematics behind Phong shading and additive blending

I'm confused about the mathematics behind additive blending used in conjunction with Phong shading. Intuitively, it seems like you would need to use a floating-point framebuffer and some sort of ...
1
vote
1answer
64 views

How can I do a weighted cascade down a path in a 3D environment?

I am trying to perform a weighted cascade down a path in a 3D environment. Now, what I am trying to do is have one object(a cube) in the environment scan from its coords 1 in every direction for ...
0
votes
1answer
77 views

Unity3d wheelcollider falling through terrain

I have created simple project with 3D car and terrain. I have added 4 Wheel Colliders on model wheels. But when I run project wheels falling through terrain. Before run: After run: I am sure that ...
0
votes
2answers
89 views

Quaternion Rotation Help

So I'm making a little engine with DirectX 11 and C++. (Some other help from other API's as well) DirectX has this function XMMatrixRotationQuaternion(XMVECTOR quaternion). I know nothing about this ...
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0answers
26 views

XNA: Working with primitives and tessellation [closed]

I was working with primitives in XNA (since I have limited knowledge with 3D and modelling), and I have 3 similar questions below: Question 1 I was reading up on terrain tessellation in an article ...
0
votes
1answer
99 views

Finding a vector perpendicular to a current vector

Assume, that we have a player that has a vector direction. We have an enemy, that is shooting a player. And the task is to find out from which side the enemy is shooting. I know the algorithm, how to ...
0
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0answers
62 views

X, Y, Z rotation around camera

I'm making a 3d orthogonal-projected, game using painters' algorithm in java. I'm able to rotate the objects with incremental rotations (e.g. rotate all objects 10 degrees) using affine ...
0
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1answer
95 views

More vertices vs more textures

I'm currently working on a dynamic 'door' creator, and I'm trying to decide which is more efficient. Not much experience with 3D render speeds, so I'm asking before I choose which direction to go ...
3
votes
1answer
69 views

Colision detection of disc (Maximum Material Condition aka “Flatness”)

I have a 3D-laser scanner which gives me a series of points of a real-world object. The points are related by a common origin. I know I can derive the equation of a plane from 3 points and that the ...
3
votes
3answers
120 views

2 component unit vector

Is it possible to store a 3d unit length vector with only 2 components, for example as coordinates on a unit sphere? It seems possible but I have never seen anyone do this. Would this be at all ...
1
vote
2answers
116 views

Unity plane that is normal to Z axis

I want to create a plane that will be normal to the Z axis, but I am having difficulty visualizing what rotation it needs to have. I want to have a top-down view upon the plane such that I can use ...
0
votes
2answers
74 views

Vertical Collision Detection, Falling Through Ground

After much work trying to learn collision system theory and apply it, I've got my collision system working for the most part. The player can collide horizontally with no issue, sliding against walls, ...
1
vote
0answers
13 views

Best practice for saving content-dependent metadata? [closed]

What is the best practice (compliant with the 3D pipeline) for saving content-dependent metadata, such as barycentre? I don't want to render the metadata, but I want to inform the users about it. I ...
0
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0answers
40 views

Multiple Body Code?

I've been working on one game, 3D RPG with Ogre graphic engine and I wondered if there is a code for multiple bodies? Currently there is only one body model and if I want to add a new one, the ...
0
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0answers
24 views

Wall Collision on a model

I am building a model of a house in XNA and made a collision system so that when the player goes into the wall they stop. Also I made it so if the player is pressing the key 'up' and collides into the ...
0
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1answer
54 views

Is the rendering of distorted point clouds more complex?

I have two point clouds of n points: A dense ball-shape point cloud with many points inside A spherical point cloud with points on its surface. Is there (really) any difference between rendering ...
0
votes
1answer
74 views

How to calculate “real” distance between cursor and away object?

I don't really know how to formulate the title, but the problem is the following: I'm using a scripting language called "SQF" which has been created by a company named "Bohemia Interactive" (no, I do ...
2
votes
1answer
59 views

Impact of object's statistics on the rendering

Consider two 3D objects with n points and n triangles. One of the objects has a smooth surface such as a ball or a box, and the other object is like a fuzzy onion-layered object with large ...
4
votes
1answer
115 views

Utility of submesh class in a 3d game engine?

I've read somewhere that we use sub mesh for being able to give different materials to one mesh. But why not simply do this with scenegraph ? I mean you have a car mesh, and instead of using ...
1
vote
1answer
58 views

Problems with texture orientation in space

I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like ...
3
votes
3answers
202 views

How can I create straight, glowing lines?

What techniques are used in this style? What steps would be required to recreate it? (Screenshot of this app: https://play.google.com/store/apps/details?id=com.dkeesto.holographlw)
1
vote
1answer
65 views

Align tetrahedrons

I'm currently generating tetrahedron meshes in Unity When a player clicks the side of a mesh, a new one spawns aligned with it, like this. I'm not sure how nor can I find any information on ...
1
vote
0answers
44 views

XNA HLSL UV Mapping

I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part: ...
0
votes
1answer
110 views

How do I find the angle between two 3D angles represented in this form?

I have two 3D angles, represented by [a1,a2] [a1,a2] where the a2 is < 180. My coordinates are represented as [X,Y,Z], where X,Y,Z are 64 bit ints (longs in my lang). My direction angles are ...
3
votes
1answer
371 views

What is deferred lighting?

There is plenty of information on what deferred rendering is but there is a lack when it comes to deferred lighting and the information that there is there is not clear. My question is simple, what ...
0
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0answers
22 views

Maya shatter collision without interpenetration

I'm a newbie in Maya and after days of Googling I still cannot find the answer to my question. I'm making a solid shatter in Maya, as expected, the rigidbodies interpenetrate with each other. And the ...
0
votes
1answer
144 views

Surface creation algorithm using points cloud

I am looking for a realtime algorithm to create a 2D mesh using points. But I am quite confused. It seems that Delaunay triangulation can help me create mesh using point clouds, but Meta-balls seems ...
0
votes
2answers
101 views

A*Pathfinding lose target after spawning from script?

I have been using A*Path finding to enable object tracking. It works fine if I have both objects on the scene at the same time. However, if I were to use a script to spawn the seeking object ...
0
votes
1answer
84 views

Find world matrix

I'm making my first 3D-game with XNA (MonoGame) and have come to a point where I wish to add a crosshair for the player. To do this I need the on-screen coordinates of the location where my fighter ...
0
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0answers
130 views

How do I structure my models for 3D animation?

I have a question about implementing a 3D animation system in my engine. The following is how I am attempting to model the render / animation systems. (Note: I am using Haskell for the pseudo-code ...
0
votes
0answers
24 views

how do I know what blocks to draw in a lightweight Minecraft style game [duplicate]

I am creating a lightweight minecraft style test game in C++ using opengl es. I have come upon a problem while planning it though - what is the most efficient way to render blocks? I know about back ...