Refers to games or art assets built in a three-dimensional space, where all positions have X, Y and Z coordinates.
1
vote
0answers
137 views
vector projection in 3D
p0, p2, p3, p4 are points in 3D and are connected on a straight line where p0 and p4 are fixed. How to find the normal at p2 and p3?
3
votes
1answer
147 views
DirectX Unproject troubles
I have an orthographic projection and I try to unproject a point from screen space.
Following are the view and projection matrices:
var w2 = ScreenWidthInPixels/2;
var h2 = ScreenHeightInPixels/2;
...
11
votes
1answer
355 views
Breathing for game/movie characters
Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 ...
4
votes
1answer
173 views
Vertex data split into separate buffers or one one structure?
Is it better to have all vertex data in one structure like this:
class MyVertex
{
int x,y,z;
int u,v;
int normalx, normaly, normalz;
}
Or to have each component ...
-1
votes
1answer
191 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
2answers
242 views
c++ How to use angular velocity that derived from inertia and force(torque) in 3d
I am relatively new to game development. May my terminology and description are not appropriate. Please excuse my poor phrasing and help me by giving advice on how to question better if this question ...
0
votes
0answers
238 views
Cocos3d lighting problem
I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game.
The ...
2
votes
1answer
160 views
Scaling along an arbitrary axis (Dealing with non-uniform scale)
I'm trying to build my own little engine to get more familiar with the concepts of 3D programming.
I have a transform class that on each frame it creates a Scaling Matrix (S), a Rotation Matrix from ...
2
votes
3answers
301 views
2d shapes in XNA 4.0?
Having some experience of XNA but none of 3D programming. I have an idea i want to realize but i have not decided to do it in 3d or 2d. Im not sure which one will be best in XNA.
I want to have a ...
12
votes
5answers
742 views
Generated 3d tree meshes
I did not find a question on these lines yet, correct me if I'm wrong.
Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation.
...
0
votes
0answers
274 views
3D texture coordinates for a cube
I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component ...
1
vote
1answer
117 views
how to move the camera behind a model with the same angle? in XNA
I'm having difficulty moving my camera behind an object in a 3D world. I'd like to have two view modes:
for fps (first person).
external view behind the character (third person).
I've searched the ...
2
votes
1answer
68 views
Best way to develop a level from Top down image using 3dmax
I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i ...
2
votes
1answer
140 views
Coordinate spaces and transformation matrices
I'm trying to get an object from object space, into projected space using these intermediate matrices:
The first matrix (I) is the one that transforms from object space into inertial space, but since ...
1
vote
0answers
60 views
2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes
I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface ...
1
vote
1answer
73 views
XNA 3D coordinates seem off
I'm going through a book, and the example it gave me seems like is should work, but when I try and implement it, it falls short.
My Camera class takes three vectors in to generate View and Projection ...
11
votes
1answer
542 views
Toon/cel shading with variable line width?
I see a few broad approaches out there to doing cel shading:
Duplication & enlargement of model with flipped normals (not an option for me)
Sobel filter / fragment shader approaches to edge ...
1
vote
3answers
685 views
2D camera perspective projection from 3D coordinates — HOW?
I am developing a camera for a 2D game with a top-down view that has depth.
It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their ...
4
votes
1answer
134 views
Cheap ways to do scaling ops in shader?
I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about ...
2
votes
2answers
341 views
What is the best way to “carve” a terrain created from a heightmap?
I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it.
That operation will be done in ...
3
votes
0answers
191 views
Suitability of ground fog using layered alpha quads?
A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
3
votes
3answers
327 views
Seamless transition between planet and space
I have been curious about how this kind of seamless transition from space to planet can be implemented. It would be nice if someone could explain this as I can't really wrap my head around the ...
3
votes
1answer
72 views
If I use my own normal values, should I turn off winding order culling?
I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order.
As a result, XNA is ...
4
votes
1answer
182 views
3d Collision Handling
I have trouble while detecting collisions on my 3D-Game.
I have set-up Rays, to detect collisions (Screenshot) and my main-rountine already analyzes them. But now there's the question what to do ...
5
votes
1answer
184 views
Why does my VertexDeclaration apparently not contain Position0?
I'm trying to get my code from calling each individual draw call down to using at least a VertexBuffer, and preferably an indexBuffer, but now that I'm attempting to test my code, I'm getting the ...
2
votes
2answers
231 views
How should I organize my matrices in a 3D game engine?
I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine ...
0
votes
2answers
150 views
Learning resource for 3d modeling [closed]
I want to start learning 3d modeling. I already have experience with maya and 3dsmax but I made a long pause (2 years)
Now I have free access to maya, 3dsmax and blender (I am a student). I know that ...
7
votes
3answers
412 views
Routes on a sphere surface - Find geodesic?
I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something ...
2
votes
1answer
159 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. ...
1
vote
1answer
122 views
Terrain square loading
Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5
1 | 2 | 3
4 | 5 | 6
7 | 8 | 9
So whenever you cross the border you ...
2
votes
0answers
233 views
Where is the Shader Designer?
I have VS2012 Ultimate and I've been trying to access (find) the Shader Designer. I searched through MSDN's text and Channel9's videos, but they keep failing to mention how to access it...
Can ...
2
votes
2answers
285 views
Calculate an AABB for bone animated model
I have a model that has its initial bounding box calculated by finding the maximum and minimum on the x, y and z axes. Producing a correct result like so:
The vertices are then stored in a VBO and ...
1
vote
2answers
248 views
XNA 4.0, Combining model draw calls
I have the following problem: The levels in my game are made up of a Large Quantity of small Models and because of that I am experiencing frame rate problems. I already did some research and came to ...
0
votes
0answers
104 views
3D physics engine for accurate collision handling on desktop/laptop computers (non-console) [closed]
What are your suggestions for a physics engine that satisfies the following criteria?
Capable of calculating collisions between multiple concave mesh-based colliders
Handles many collisions going ...
9
votes
2answers
371 views
Boat passing under a bridge in a 2D tile based RTS
I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers.
I havent't start any coding yet, just trying to think how it fits the collision detection ...
1
vote
1answer
269 views
GLES2.0 3D Android game performance and multi threading the update?
I have profiled my mixed Java\C++ Android game and I got the following result:
As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it ...
1
vote
0answers
246 views
How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
I am making a simple game engine for a simple RTS game and would like to be able to pick a cube and move it around with the mouse coordinates. The problem is that my camera is rotated 60 degrees just ...
23
votes
1answer
753 views
How do you turn a cube into a sphere?
I'm trying to make a quad sphere based on an article, which shows results like this:
I can generate a cube correctly:
But when I convert all the points according to this formula (from the page ...
-1
votes
2answers
171 views
What kind of math should I be expecting in advanced programming? [duplicate]
Possible Duplicate:
What math should all game programmers know?
And I don't mean just space shooters and such, because in non-3D environments it's obvious that not much beyond elementary ...
2
votes
2answers
249 views
What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine
I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them.
Some info : there is a lot ...
2
votes
0answers
79 views
Converting obj data to CSS3D
I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D ...
4
votes
2answers
581 views
If I project a sphere in 3D will it be a circle?
Assuming I have infinite vertices to represent the sphere, if I project the sphere from any position/scale in 3D to 2D, will it be a circle?
I know it will not be a circle on the screen, because of ...
0
votes
1answer
162 views
Normalizing the direction to check if able to move
i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this ...
2
votes
0answers
135 views
Portal View/Projection Matrix near plane
For RenderToTexture/Camera based portal rendering, the basics seems simple enough.
However, with a free camera, most of the time it is going to be looking at such portals at an angle:
Now a ...
0
votes
0answers
268 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 ...
1
vote
1answer
147 views
Java game object pool management
Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and ...
0
votes
1answer
133 views
Scanline filling of polygons that share edges and vertices
In this picture (a perspective projection of an icosahedron), the scanline (red) intersects that vertex at the top. In an icosahedron each edge belongs to two triangles. From edge a, only one triangle ...
2
votes
1answer
160 views
Turning to face mouse
Given three points on the same Y plane;
A ship
A point along the ships heading
A mouse cursor
How can I find which direction and angle the mouse cursor is from the ships heading?
I have a limited ...
0
votes
2answers
199 views
3d vertex translated onto 2d viewport
I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout.
What I want to be able to do is use mouse input to ...
5
votes
3answers
168 views
Depth is disabled - How to turn on?
In XNA 3.1 is there any other way to disable depth in 3D Worlds using DirectX models other than
GraphicsDevice.RenderState.DepthBufferEnable = false;
?
The reason for my question is I have quite a ...
