Tagged Questions
4
votes
2answers
190 views
Displaying (3D) objects' name above them
The Elder Scrolls: Morrowind has a rather interesting way to display each focused objects' name. It's all a bit fuzzy in my memory right now, but the most important part I remember perfectly: the ...
0
votes
1answer
65 views
Interleaved formats for meshes confusion
So I have been reading up on data formatting for 3D objects so that I can render my meshes as fast as possible in openGL, I am quite new to openGL so bear with me.
The format for interleaving your ...
3
votes
1answer
122 views
How to approach skinning a snake made of cubes and is it right method for snake 3d game
I'm making a 3d snake game clone for studies and prettly much got everything to work, I have a 3d ground object surrounded by walls, and a snake head piece (cube). when you start the game 2 additional ...
-1
votes
1answer
193 views
Drawing polygons in 3D
I have recently been working on a 3D engine from scratch, using JavaScript and HTML5. I've successfully created lines (although slightly buggy) and points, but I can't figure out faces. My current ...
2
votes
1answer
160 views
Software rendering 3d triangles in the proper order
I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. ...
6
votes
3answers
319 views
Why doesn't light continuous on my model?
I created a basic textured cube model with Blender to practice modeling, and then I imported it into Unity. After I put up some lighting it looks pretty ugly. The light is not continuous on a row of ...
1
vote
2answers
662 views
Where to attach global scripts in Unity?
As far as Iknow in Unity, every script must be attached to an object. But what is the case with global scripts? For example in a tetris-like game to which object should I attach the element spawner ...
3
votes
1answer
371 views
How to merge two objects in Blender
What I've Done
I created a Cube object with Subdivision Surface modifier in order
to model a spehere.
I created a cuboid object looking like a angled, longish baton.
What I Want to Do
I want to ...
3
votes
3answers
681 views
Textureing subdivided Icosahedron in XNA, seam problem
*Look below for the updated source code*
I have started to to make some different types of objects and create them by code in XNA. Right now I have finished the code for creating a Icosahedron. And ...
2
votes
1answer
222 views
Create edges in Blender
I've worked with 3DS Max in Uni and am trying to learn Blender.
My problem is I know a lot of simple techniques from 3DS max that I'm having trouble translating into Blender. So my question is:
...
0
votes
2answers
3k views
Scaling Model in XNA, keep position
I am trying to create a little fun 3D game in XNA, but I am having some problems with scaling my models. I use models from random sites, so my battleship is for an example 10 times larger than my ...
3
votes
1answer
248 views
Procedural mesh generation from raytracer
I'm interested in applying the following technique:
Define game objects using a object definition DSL similar to what you would use for a raytracer (e.g. POVRay)
Use a specialised raytracer to ...
3
votes
2answers
802 views
Static Meshes vs 3D models
What is the difference between static meshes and regular 3D models. I am very new to game development, and I am using UDK (Unreal Development Kit).
5
votes
2answers
822 views
How does an AAA graphical workflow look like?
So this is how I understand it:
An artist models the thing in Zbrush or Mudbox. It now has 10+ million polygon. He exports it in Zbrush as a normal map + low poly model. (this works?)
The model now ...
1
vote
3answers
310 views
What name (if any) applies to this particular 3D rendering technique?
Is there a name for this technique where when instead of rendering certain polygons, you just calculate a few key points and do the drawings in 2d? For instance, instead of rendering a sphere, you ...
1
vote
1answer
121 views
Can i tell if a Vertex Tree is a solid shape?
if a Vertex looks like this:
struct vertex {
vec3 point;
vertex [] connected;
};
Can I tell if this makes a solid shape with no holes? (e.g a sphere or a cube, NOT a sphere with a side ...
8
votes
1answer
156 views
How to dynamically animate a part of a 3d model towards something
I'm curious about how this sort of animation is typically done code-wise.
A few examples:
A character picks something up - only hand is animated towards the target
...
12
votes
4answers
5k views
How to load 3D models into Java?
Using LWJGL what is the easiest way to load a 3D model to be drawn on screen?
I know LWJGL doesn't have built in loading support so I am looking for a small library that would help to load ...
6
votes
3answers
2k views
Modelling photo-realistic grass in realtime
I see a number of tutorials on how to create good looking grasses when creating 3D renders but can't think how to model it for realtime/use in a game's scenery.
Sure simple models with alpha cutouts ...
2
votes
2answers
514 views
algorithm to “explode” mesh
i have a simple triangle mesh which i want to explode.
so i am looking for an algorithm that makes every triangle to move outwards from the centerpoint.
is there already something premade like this?
...
4
votes
1answer
416 views
Best methodology to prepare 3d models for avatar customization?
I know preparing mount points and the like. But what's the best way to prevent Z fighting with customizations close to moving parts like elbows and knees?
1
vote
4answers
499 views
Import from mesh vs hardcoded vertices performance
Which brings better performance at run-time: a cube imported from a mesh, or a cube made from hardcoded vertices?
Are there limitations to a certain method? Is one of them better architectural-wise?
