0
votes
0answers
32 views

How to combine vertex, normal, UVW arrays optimally?

In Unity, meshes have multiple arrays for various vertex components (Normal, Position, UV coord, etc), and triangles consist of three indices that define the (same) offset into each array to build the ...
4
votes
2answers
412 views

Building triangle adjacency data

Given a list of triangle indices, how exactly does one go about converting that to a list of indices with adjacency for a geometry shader? Note that we're strictly talking about indices here - ...
3
votes
1answer
413 views

How can I divide a 3D mesh into small pieces?

I'm considering a manufacturing game. A player should assemble parts of an object in given time. The object will be a 3D mesh model. I want to automatically split the 3D mesh into many small pieces to ...
7
votes
1answer
275 views

Path Finding for an Arena based map in 3D using NavMesh

I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. ...
0
votes
1answer
558 views

What is the difference between the marching cubes algorithm and metaballs?

After doing some research, I found out about the marching cubes algorithm and "metaballs". How exactly do they differ?
2
votes
2answers
490 views

Best way to traverse triangles in a mesh

I'm implementing non-projective decals. As described in many places (ie: lengyel in the gpg2) I first need to detect all triangles that lie within some sort of frustum. Besides obvious brute-force ...