Tagged Questions
9
votes
3answers
489 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 ...
5
votes
1answer
371 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
140 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
159 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
261 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 ...
5
votes
2answers
528 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 ...
4
votes
0answers
226 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
599 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
849 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
236 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
237 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
210 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
845 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
132 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
374 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
147 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 ...
