0
votes
1answer
38 views

What is the actual formula to find the vertices of an animation frame in using a BVH file?

I've read this tutorial and tried many formulas to build the skeleton. I am able to build it without the rotations, but those break everything. This, for example, is a simplified code for one of my ...
0
votes
4answers
233 views

Carve river beds into existing 3d procedural generated terrain

Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result. I'd like to know if exists an algorithm to apply to an ...
2
votes
2answers
351 views

Canting of track in a racing game

I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the canting of the track at each point. ...
0
votes
1answer
106 views

Tangent basis calculation problem

I have the problem with seams with calculating a tangent basis in my application. I'm using a seems to be right algorithm, but it gives wrong result on the seams. What am I doing wrong? Is there a ...
1
vote
1answer
224 views

Rubik's cube array rotation

I'm about to make a 3D Rubik's cube based game in Flash AS3 and Away3d. I don't really know how to manage the 2D arrays of the Rubik's cube. For example, how do I rotate the corresponding arrays if ...
11
votes
3answers
679 views

Algorithm to see if two voxels are interconnected

I'm looking for a good algorithms for the following problem: Given a 3D grid of voxels (which may be either empty or filled), if I pick two non-adjacent voxels, I want to know if they are connected to ...
4
votes
1answer
769 views

3D isometric depth sorting

How is it possible to depth sort tiles and objects in an isometric environments without any limitations? I've been researching this for a while now and there seems to be no publicly available answers ...
1
vote
1answer
153 views

Using circles to create a sphere

I've been working on creating spheres in a 3D space recently, and have successfully created cylinders. I've just run into a little problem. For some reason, my "Spheres" end up looking like very thick ...
2
votes
0answers
488 views

Catmull Rom Spline - Constant Speed

Given the equations found in the answer here: Determine arc-length of a Catmull-Rom spline How would one A) Apply this to a 3D Catmull-Rom Spline, and B) write A out programmatically (for the math ...
0
votes
0answers
427 views

What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?

I am developing a small racing gam, the track is generated from a curve. As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will ...
6
votes
2answers
885 views

How to remove floating terrain when generated with 3D Perlin Noise?

I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes. My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
5
votes
2answers
540 views

How to generate portal zones?

I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly. Is there any way my editor ...
0
votes
2answers
919 views

3D: First Person Movement

I've searched and searched for a solution today but haven't found one. I have a Camera with Vector3 and also the camera has an angle. If I use this: hero.position.x += speedX; hero.position.z += ...
10
votes
2answers
2k views

Unity Occlusion Portals: What and How?

(Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.) Unity provides cell-based Occlusion Culling (via Umbra, I believe). ...
4
votes
2answers
523 views

Repairing back-facing triangles without user input

My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof ...
0
votes
1answer
337 views

throw a 2D ball facing the target to simulate a 3D like effect

How would you update the state of a 2D object that is thrown forward(with an arc) facing a target to simulate a 3D(depth) like effect? var ball; //2D ball from a sprite sheet ball.x = 0; ball.y = 0; ...
7
votes
2answers
221 views

Determining if player-created structure matches a template in a 3D block-based game

Disclaimer: this is one of those dreaded Minecraft-style questions, but I feel it's more a data structures and algorithms question I'm really new to 3D data structures and am wondering what the best ...
11
votes
1answer
985 views

How to gain accurate results with Painter's algorithm?

A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the ...
1
vote
3answers
135 views

Regulating how much to draw based on how much was drawn last frame

[Edit: I found an answer - see below] I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance ...
4
votes
3answers
403 views

Finding closest coordinate of a pre-known set

Let's say I have a large number of conceptual objects of some kind, each of which occupies a pre-known set of points in a Cartesian 3-space. 1) What is the best combination of data structure (for ...
2
votes
2answers
154 views

Resources on expected behaviour when manipulating 3D objects with the mouse

In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible ...
3
votes
3answers
1k views

Collision detection of convex shapes on voxel terrain

I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are ...