Refers to games or art assets built in a three-dimensional space, where all positions have X, Y and Z coordinates.

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2
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1answer
394 views

jMonkeyEngine Pros and Cons

I want to know some good reasons to use jMonkeyEngine for a Java 3d game development tool instead of just creating a game with LWJGL myself? I want to know a good reason I should choose this tool. ...
0
votes
0answers
106 views

Is JavaFX suitable for making 3D games? [duplicate]

JavaFX has 3D graphics capitabilities. Is it possible to create 3D games with it?
12
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3answers
623 views

What caused “falling out of the world” and what fixed it?

A lot of early 3D games had the problem where you'd be trundling merrily along and suddenly everything was black, with an island of what looked like the hollow facade shell of the scene you'd been ...
3
votes
1answer
210 views

Collision detection in games in 3D - edge to edge cross product

I am having trouble understanding why, in a game collision detection, separating axis determination requires checking for the cross product of edges of the two polytopes as additional potential ...
2
votes
1answer
234 views

How to correctly represent a bone system?

I'm currently representing my bone system as follows, in pseudocode: root = {} root.rot = v3(0,0,0) root.pos = v3(0,0,0) function create_child(parent,rot,length): child_bone = {} ...
0
votes
0answers
50 views

C++, Direct3D - Creating mesh from texture [duplicate]

I am making a game similar to Minecraft. I want to create the mesh for the tool held in the players hand (e.g. a pickaxe). I have a texture for the tool which is 32x32 pixels and I want to be able to ...
5
votes
2answers
598 views

How do collision meshes work in games like Zelda on the N64?

I was recently reading about the technology of Ocarina of Time/Majoras Mask and discovered that world collision is done using a single triangle mesh (vertices, normals, etc) for an entire area. There ...
0
votes
1answer
150 views

Using a Vertex Buffer and DrawUserIndexedPrimitives?

Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them ...
0
votes
1answer
107 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
2answers
215 views

What am I missing? (Converting 2D mouse coords to 3D space)

I'm making a networked game which has a birds-eye view and I'm trying to convert the 2D mouse coordinates into 3D space. Right now I have a perfectly flat grid and it intends to remain perfectly flat, ...
4
votes
4answers
805 views

Face-Click Detection ( like in Minecraft )

I am working on a box-based game engine like minecraft and I was wondering how to detect the "clicked face" when placing blocks. I have created this engine in C++ ( DirectX / D3D ), C# ( XNA ) and ...
0
votes
1answer
1k views

Parsing Blender obj with Opengl And C++

I wrote an example attempting to parse blender *.obj file in OpenGl/C++ , to get it done : I have to open the file, exploding it's lines ...and returning the result. This is how the shape.obj file ...
2
votes
3answers
1k views

How to find the entity I'm looking at?

I am currently making a mod for Minecraft but I have come to a stop because I am lacking in some knowledge. I need to get data for the entity I am looking at, which I believe requires the use vectors, ...
0
votes
2answers
435 views

First person camera: problem

I have created a simple camera class, moved it from my C# (XNA) source to C++ for d3d. Commonly it is okay, but something is wrong with rotation. If i increase its pitch/yaw values, according to ...
3
votes
3answers
3k views

what is more expensive 2D sprites or 3D models?

Me and my friends are programmers.We decided to try ourselves in game design. As we don't want to find ourselves in debts, we decided to avoid investors. We want to develop and publish a couple of ...
1
vote
0answers
70 views

Textures occasionally rendering twice on a particular face [closed]

I am learning how to render 3D objects using webgl (no third-party libraries). I am currently facing a very confusing situation however, where my textures are rendering apparently twice over a ...
2
votes
3answers
292 views

Why Index Particles?

This is a general question, but as a specific example, I'll use the XNA Particles3D sample (http://xbox.create.msdn.com/en-US/education/catalog/sample/particle_3d). What is the point of the index ...
1
vote
0answers
82 views

Rotate view matrix based on touch coordinates

I'm working on an Android game where I need to rotate the camera around the origin based on the user dragging their finger. My view matrix has initial position of sitting on the negative z and facing ...
1
vote
1answer
134 views

Whats the point of this LPDIRECT3DDEVICE9 reference?

I'm going through the DirectX 9 MSDN documentation Which lead me to something rather peculiar, do you need a class reference in DirectX 9? Can someone tell me what the point of the class ...
1
vote
1answer
162 views

How can shears/reflections/enlargements be represented by 4x4 matrices? [closed]

I understand that 4x4 matrices can represent transformations on a 3d point (represented as x, y, z, w) Eg, a translation is [1 0 0 0] [0 1 0 0] [0 0 1 0] [x y z 1] where x, y and z are the amount ...
3
votes
1answer
237 views

Do GLSL 4.x subroutine variables cause any performance overhead?

There's not too much deep information about them on the web. How are they implemented and how they work under the hood? I'd like to know that they cause any performance overhead or not, especially in ...
1
vote
1answer
476 views

How to make minecraft like world round?

everyone! I'm interested is there a game or at least example which shows how minecraft-like world turn to sphere? Idea is that there is sphere which consists from cubes like in minecraft but they ...
0
votes
2answers
87 views

Need transform matrix to translate the center of the view to a custom position within the target texture

My problem is as follows: I want to use a single render target texture for drawing 16 viewports where I want to display the 16 different combinations of the marching squares algorithm with my 3D ...
2
votes
2answers
345 views

How can I actually understand Instanced Geometry Rendering - so that I can implement it the way I need it

I'm stuck trying to implement instanced mesh rendering in my project. Particularly because I am failing to understand how certain components actually function - and how the drawing routine is actually ...
2
votes
1answer
299 views

XNA 4.0 Multiple Textures on same Vertexbuffer

I have been messing around with XNA for a long while now, but have never really done much more than just copy/pasting tutorials and editing those. Since a bit I have been trying to really start to ...
7
votes
3answers
553 views

How do I target a tank turret with an offset barrel?

I have a tank model consisting of multiple parts, a body, a turret and the barrel of the gun. The turret is offset from the body origin and can rotate around the Y axis(up). The barrel is connected to ...
1
vote
1answer
254 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 ...
0
votes
0answers
71 views

Has “Killer Game Programming in Java” by Andrew Davison been rendered useless? What new tutorial should I follow? [duplicate]

Its pathetic how it was created in 2005 not so long ago when the Java 3D 1.31 API was released. Now after downloading the source code off the books website and implementing it onto my work-space it ...
18
votes
4answers
819 views

How to prevent “underwater sight” in games

In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water ...
0
votes
0answers
113 views

Handling 3D perspective for different aspect ratio

I have problem for supporting different aspect ratio in developing Mobile Game. I was developing on 2:3 screen which is iPhone 4 (Retina). When I use width and height for screen size and use fixed ...
1
vote
1answer
146 views

How to grab textures from a texture atlas to be applied to 3d objects

Fairly basic question, but I'm having trouble on finding information on this sort of thing for beginners. I'm just trying to make cubes with different textures on the sides as a starting point. I have ...
4
votes
1answer
479 views

Efficient foliage rendering with OpenGL

Rendering foliage usually involves "hanging" triangles and textures that have completely transparent areas. I'm interested in knowing how are these usually handled by a 3D engine. The first thing ...
3
votes
1answer
106 views

Vertices shaking with large camera position values

Basicly when i set the position of my camera (my character in game) to a high value, the geometries seems to be shaking, the higher the position value, the more they shake. On low position values you ...
0
votes
1answer
99 views

3D drawing precision problem. XNA

I have a simple scrolling camera positioned 2000 units about the 3D 'floor' that moves forward by 1 unit every frame and looks down on the floor at a point that also moves forward by 1 unit every ...
1
vote
2answers
89 views

Moving models with a matrix

Currently I have a playerWorld matrix which holds the position of my player, just a simple sphere. When I press a key to move the model, it does some crazy thing and flies off the screen really fast, ...
1
vote
2answers
141 views

How do I derive the angular movement for a craft

I have the regular (linear) motion implemented like this: class Craft{ ... Vector location, velocity, acceleration, angularVelocity, angularAcceleration; ... //the move class responsible for linear ...
1
vote
1answer
147 views

How can I find the location of OpenGL object after rotation?

I have a rotating object, a cube, which I rotate in OpenGL as follows: gl.glPushMatrix(); gl.glTranslatef(400.0f, 300.0f, 1300.0f); gl.glRotatef(m_x, 4.0f, 0.0f, 0.0f); gl.glRotatef(m_y, 0.0f, 4.0f, ...
-1
votes
1answer
118 views

Ray picking gives inversed results

I'm trying to do a simple ray picking implementation to allow a user to select a cell in a grid rendered in 3D. I'm almost there, but I've ran into an issue which I can't seem to solve. Consider the ...
-5
votes
1answer
185 views

Starting off C++ games development? [closed]

I've just finished my 2nd year of college, and now that I have time on my hands I want to start working on a 3D game, though my stumbling point is trying to find the resources to learn C++ games ...
1
vote
2answers
304 views

Jump without bouncing in physics engine

I am using Ogre3D as my rendering API, and OgreBullet as my physics engine. I have an test entity that when the y part of the velocity is 0 and spacebar is pressed, the velocity changes to, lets say: ...
2
votes
1answer
148 views

How good do I have to be at Math to create a 3D game using three.js? [closed]

A question I've often had, how good at Math do I need to be to create 3 dimensional games? I get along with 2d games just fine. I understand everything I'm doing without problems after practise. ...
1
vote
1answer
158 views

3D solid object in terrain

Im trying to make a solid object to stay always in the terrain level, but I am facing some problems. The terrain is not flat, I mean, it can have mountains and craters for example. I just have a ASE ...
6
votes
1answer
275 views

How to find the bottleneck in a typical OpenGL game?

I am working on a little game engine. All major features are implemented yet, despite game logic which I assume not to be such a computational effort. The framerate is at least around 40 FPS, most of ...
0
votes
4answers
267 views

Is there a game not using meshes for models? [closed]

Traditionally, models consist of lots of vertices connected by triangles. That forces the use of a high amount of vertices for detailed organic shapes or makes models kind of blocky. Even though ...
-4
votes
1answer
252 views

Recommended graphic software for creating great graphics in game? [closed]

I came across a game called Trine2. It has a great graphics here is one image i captured here. Forgive me but I need 10 reputation to upload image so i use external sites. How did they create that ...
-1
votes
1answer
78 views

Record new animation in Motion Builder

I was rigged a 3d character model using MotionBuilder software. now i want to record my own animation for this 3d model. im new for the motion builder and i was unable to find a good reference for ...
0
votes
1answer
95 views

XNA 4.0 thick triangle strip to fix aliasing issues upon rotation

My triangle strip based lines are disappearing intermittently when I rotate my camera around the X axis. I was advised that this is due to aliasing issues and that "At a certain angle when its edge ...
8
votes
2answers
374 views

Diagonal line of sight with two corners

Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a ...
11
votes
1answer
6k views

How do I create a cel-shaded cartoon look?

I am interested in everything related to this kind of effect (modeling, game engine, animation). What sort of stuff is needed? Here are some sample images of what I mean:
0
votes
1answer
213 views

Are Anaglyph 3D shaders used in game engines?

I have always wanted to put on the "3d glasses" and instead of watching a 3d movie, go to my pc and play a game in real 3D. Has anyone ever tried creating a Real 3D game? Are there any shaders that ...