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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13 views

How does collision detection work? [duplicate]

I was curious on how hit collision works in games. I know there is a simple method that gives every object in a 2D or 3D world a recengular hitbox that makes it easy to detect a collision, but when ...
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1answer
101 views

A* pathfinding in 3D

I've looked through some A* pathfinding algorithm examples, but as far as i know they work with grids e.q -> http://qiao.github.io/PathFinding.js/visual/ But how can I use this algorithm in my 3D ...
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0answers
30 views

Calculate future 3D Position of object(Unit)?

I've looked around and almost all examples is see have a velocity vector which I do not have, or at this point am unable to figure out. Im trying to find the 3D position where i can launch a trap in ...
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0answers
34 views

Stuck on a steering problem

i'm building a car game, and currently working on the steering. i would like to change the motion of Z rotation so that the car rotates around the Z axis when the wheels are turned. I can't set the ...
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0answers
17 views

What map projection is needed to transform a shapefile into a 3D earth?

I'm looking for a way to create a 3D earth in Flash, something like the wonderful SolarSystemScope, only in my map the countries should be clickable and whatnot. To get started I've got map data from ...
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18 views

DirectX11 Maya Like Insertion

I'm currently trying to building a game editor and wish to have a way to insert models by clicking on the view space. I would like this system to act much like how Maya inserts polygon models (default ...
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2answers
103 views

How to calculate a 3D orientation from 2D vanishing lines on an image?

Let say I have a image that represent a 3D scene. I did not have the 3D camera orientation of that scene (left, up and forward vectors) and i'd like to calculate it. On that picture, I draw the ...
5
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4answers
1k views

What is the simplest way to calculate distance in a 3D environment?

What is the simplest way to programmatically calculate difference between two points in a 3D game environment? I am trying to sort a list of light sources by how close they are to an entity, so that ...
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1answer
52 views

Implement a Vision cone in 3D

I'm looking at how to implement a vision cone for my AI. Everything I look at talks about a forward vector, but in my situation, and I'm not that great with math, I have a vector but it doesn't give ...
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0answers
74 views

DirectX graphics issues [closed]

When you see something that looks like this And it's actually supposed to be like 100 models of asteroids. What would you say is wrong with it? Index Buffers messed up. Vertex Buffers? Projection? ...
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1answer
57 views

“aim at” in 3D space algorithm

I'd to calculate the cartesian rotate values of "aiming" one point at another in 3D space. For example, assuming rotation order of XYZ: Point A is at [0, 0, 0] Point B is at [2, 2, 0] If point A was ...
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3answers
86 views

How to render grid properly, especially over distance?

I'm drawing a grid, pretty much like one can see in the Unity editor itself or any 3D-editor, many 3D-related applications and some games. But it doesn't look pretty in my case. I put a few random ...
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1answer
98 views

Easiest way to make a 3D overworld [closed]

Using something like Blender, would it be easier and more time and space efficient to create 'tiles', and use some kind of software like Tiled to use these tiles in the various maps, or would it be ...
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4answers
83 views

YAW not working correctly with XNA

I successfully draw the model, and made it move forward and backward, but when I try to make it rotates (yaw) its not working correctly, like its moving too instead of only rotate. Here is my camera ...
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1answer
27 views

How to rotate model 180º with XNA

I got a model, and a camera pointing at this model, I think my camera position is the problem. Its showing the front of the model, but I want it to show its back like in third person. My camera code ...
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0answers
32 views

Legality on BSP maps and creating them using Open Source Editor Tools

I saw somewhere when you use BSP Quake Map Format with Id Software Official Tools that you need to acquire licensing when you release your game commercially with a map created with Id's own editor ...
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1answer
50 views

Perspective Projection - Drawing Lines

So I sort of understand the math behind projecting 3d points onto a 2d plane. It's just some simple dividing and multiplication of distances. However I can't seem to wrap my head around projecting ...
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1answer
62 views

Intersperse 2D with 3D opengl

I want to be able to draw 3D objects as well as 2D objects in an openGL environment. Normally, I would draw my 3D stuff, disable the depth buffer and depth mask, then draw my 2D stuff. However, this ...
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0answers
25 views

Using modo for Unity level modelling?

Is anyone using modo for modelling level meshes for Unity here? I'd like to know how to set up modo so that I can use the grid in modo and it will reflect 1 meter. I've set in modo preferences Unit ...
2
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2answers
108 views

3D models on 2D background perspective mismatch

we are working on a tactics game, with a hand drawn 2D backgrounds and 3D models moving on them. The game generates a 2D grid placed on a XY plane, with faux isometric tiles (Diamond Grid). I have ...
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1answer
65 views

OpenGL Viewport inside of a Viewport

I'm creating a labyrinth in opengl, and I'm trying to create a minimap. For that, I thought of creating a viewport inside of a viewport. I already tried following a tutorial from Lazy Foo, and I can ...
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1answer
40 views

Scaling world - projection, view or separate matrix?

I am currently writing a simple 3D space visualisation program. Things get loaded into it from a simple XML file, which contains positions and sizes of objects in space, so you can put basically any ...
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0answers
38 views

Assimp - generate tangents and bitangents

I have started using Assmip 3.1.1 in my OpenGL application. Let's consider a simple example. Here is obj triangle model: mtllib triangle.mtl v -5.0 0.0 0.0 v 0.0 0.0 0.0 v 0.0 5.0 0.0 vn 0.0 0.0 ...
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2answers
117 views

How to set player rotation to direction the player is moving?

I'm having an issue with my click to move mechanic. I want the player to move to a specific position in the game when the mouse is clicked (and it does just that) but the issue I'm having is that the ...
2
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2answers
152 views

Movement on objects in 2D tile/grid based game

This question is an addition to both of these questions: Boat passing under a bridge in a 2D tile based RTS How to handle slopes/bridges in a 2d grid turn based strategy game While I get the idea ...
6
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1answer
526 views

Implementing line-of-sight in 3D?

I've been searching for information on implementing line-of-sight in my game. I've found some great resources for 2D implementations that produce pixel-perfect results, but there's very little info on ...
3
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1answer
62 views

What is FOVx in this diagram?

a beginner game developer here. I have recently taken upon learning about 3D game development and I am stuck on a simple matrix problem. The image is found from this article: ...
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2answers
49 views

Translating Objects in Worldspace

Given the worldspace coordinates of a collection of arbitrarily positioned objects, how do I translate them while preserving their relative placement? For instance, I have a table and a few bowls that ...
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0answers
40 views

Ray casting: need to find start and end vectors

So I have a 3D object and I'm trying to implement Maximum Intensity Projection on it. I already started of using a default vector to show per pixel, namely: pixelCoord[0] = uVec[0] * (i - ...
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0answers
84 views

Directx9 engine Z-buffer problem with d3dimage

I am trying to integrate my Direct9 engine into my new WPF application via D3DImage. Everything is working except for the Z buffer. With the AutoDepthStencil at FALSE I can render my meshes but the ...
1
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3answers
161 views

Solving the “bullet problem” [duplicate]

I have a 3D matrix filled with "empty space" where I put some objects (objects are represented as bunch of occupied space). The bullet is fired from coordinates (x1,y1,z1) at angles ...
0
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0answers
23 views

Connecting a model's joint to the joint of another model

I am trying to figure out the math behind orientating and translating a model so that a specified point on the model will connect with a specified point on another model. For example, given the ...
1
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1answer
86 views

How to rotate an object so that it is aligned with a vector?

I have the following Scenario: Two moving objects (A and B in the picture) need to appear "connected" by a third one (C in the picture). I set the position of the connecting object C as "halfway" ...
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2answers
49 views

Supersampling - Pixel color average calculation

I am currently trying to understand Supersampling. Wikipedia says (or at least Wikipedia tells me) that multiple color samples are taken from ONE pixel to calculate the final result. But in my mind ...
2
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1answer
138 views

OpenGL light appears to move with camera and changes with object rotation

I have a working open gl es 2.0 3d engine (my own) that I've used in several iOS apps. I recently noticed that on a mutli-symmetrical object the lighting didn't look the same at each rotation. For ...
1
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1answer
62 views

model view projection multiplication order

I'm debugging a lighting problem where the camera position is effecting the diffused lighting component on my 3d model. In researching my problem I went back and am reading over all the how to ...
2
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0answers
33 views

How can I generate isometric sprites based on a 3d model? [duplicate]

I'm wondering about the following: I'd like to create isometric sprites for a game that I'm currently developing. Rather than asking an artist to draw numerous sprites (which will be quite costly), ...
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0answers
22 views

Blender: How to place a vertex where 2 faces intersect [closed]

What i have done: Made a object on blender that will be used as an asteroid for Space Engineers, i have done some tunnels but when i extended them to the surface it stayed like this: What i want ...
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0answers
72 views

Picture got distorted after has been moved to Directx11

I have moved app from Directx9 into Directx11. After this upgrade strange thing happened with my world. Objects get skewed and became 2D, also they are clipped in unexpected places. Two arrows at ...
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2answers
119 views

How can I handle position in an entity system where position can be 2D or 3D?

I'm working on a game engine to learn how it's done (so I might better take advantage of the techniques involved and other, similar engines in the future), and I've run into a problem when handling ...
1
vote
1answer
61 views

XNA: “TextureCoordinate0” missing, but I'm not using textures

I'm trying to create a voxel game using XNA, but I'm getting a somewhat bizarre error when calling DrawIndexedPrimitives(): InvalidOperationException was unhandled The current vertex declaration does ...
0
votes
1answer
105 views

How crucial is 3D terrain in a classic RTS game? [closed]

My love of RTS games is from the days of Warcraft II, C&C, etc, when top-down/isometric views were king and terrain was generally tiled and flat. More modern games - as CPU/GPU power increased - ...
2
votes
1answer
59 views

What are “supporting points” in the context of the SAT?

I am currently implementing a separating axis theorem collision response. It can be used by oriented bounding boxes and axis-aligned bounding boxes. So far I have covered face-something contacts. I ...
0
votes
1answer
75 views

Specular light flickering with high specular power

I'm having some issues with specular lights, to be more specific, the specular color seems to be flickering when I set high power, like 512 (I set the specular color to green, so you can see better): ...
1
vote
1answer
102 views

How can I implement a camera like the one in RotMG?

RotMG, an MMO top-down shooter, takes on a unique 2d-3d style, and has an intriguing camera; The game is obviously 3d, not simply isometric, and if you play the game and turn on camera rotation you ...
1
vote
1answer
65 views

Alpha blending, transparence and z-ordering

I'm making some tests with alpha blending in a projet and I don't understand something. In my tests I've done something like that and everything look good: Draw blue box first (depth test: true, ...
0
votes
1answer
103 views

How can I create the illusion of a 3D object moving around in a static background?

I'm designing a Resident Evil clone using OpenGL. I'm curious how the older Resident Evil games used a static pre-rendered background with 3D models roaming around: Here, if the main player ...
2
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2answers
57 views

What is the meaning of the row “opposite” the translation column?

Usually, I do my matrix multiplication like this: [1 0 0 dx] | [px] [px + dx] [0 1 0 dy] | [py] [py + dy] [0 0 1 dz] | [pz] = [pz + dz] [A B C 1] | [1] [1] Where the translation is along ...
5
votes
1answer
123 views

Why bother with a separate normal matrix, if there is never non-uniform scaling on the view matrix?

I am updating one of my shaders to a version of OpenGL/GLSL that doesn't automatically provide gl_NormalMatrix (for educational purposes; I'm not ripping out working code for the sake of it). ...
0
votes
1answer
113 views

Rendering a Voxelized Mesh [closed]

I've been reading many papers about how to voxelize meshes using different GPU techniques, but I've ran into a problem that I'm not sure how to solve properly. I understand the process of how to ...