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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1answer
236 views

LWJGL SlickUtil Texture Binding

I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
0
votes
0answers
11 views

Looking for a massively light 3D rendering solution for Prizm [on hold]

I would like to dabble in programming 3D games for a nifty device called the Casio Prizm. however, I don't neccesarily want to "reinvent the wheel", so to speak, and would like to try and use an ...
3
votes
3answers
111 views

2 component unit vector

Is it possible to store a 3d unit length vector with only 2 components, for example as coordinates on a unit sphere? It seems possible but I have never seen anyone do this. Would this be at all ...
16
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6answers
2k views

Is Unlimited Detail real?

Many aspects of Unlimited Details Unlimited Detail Technology seems dubious to me, even the introductory paragraph (because of the usage of the word unlimited): Unlimited Detail is a new ...
3
votes
1answer
137 views

Multiple weapons for android game

I am trying to make a 3D game for android using the Rajawali engine to render the 3D graphics and blender for designing my models(exporting as .md2), and I want my character to be able to change ...
15
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4answers
2k views

Why do we use 4x4 matrices to transform things in 3D?

To translate a vector by 10 unit in the X direction, why do we have to use a matrix? We can just add 10 to the mat[0][0], and we got the same result too.
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1answer
1k views

How can I make caves with Unity's terrain creator?

With Unity's terrain creator, I can't simply make a "hole" on the mesh. I don't know how I would make cave-like structures other than using "rock" meshes for the roof (wich will indeed look weird) ...
1
vote
2answers
90 views

Unity plane that is normal to Z axis

I want to create a plane that will be normal to the Z axis, but I am having difficulty visualizing what rotation it needs to have. I want to have a top-down view upon the plane such that I can use ...
1
vote
1answer
148 views

In 3D camera math, calculate what Z depth is pixel unity for a given FOV

I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is ...
5
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1answer
119 views

How to implement translation, scale, rotation gizmos for manipulating 3D object's transforms?

I am in the process of developing a basic 3D editor. It uses OpenGL for rendering a 3D world. Right now my scene is just a few boxes of different sizes and I am at the stage where I want to be able to ...
14
votes
3answers
2k views

How can I draw outlines around 3D models?

How can I draw outlines around 3D models? I'm referring to something like the effects in a recent Pokemon game, which appear to have a single-pixel outline around them:
0
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2answers
74 views

A*Pathfinding lose target after spawning from script?

I have been using A*Path finding to enable object tracking. It works fine if I have both objects on the scene at the same time. However, if I were to use a script to spawn the seeking object ...
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2answers
65 views

Vertical Collision Detection, Falling Through Ground

After much work trying to learn collision system theory and apply it, I've got my collision system working for the most part. The player can collide horizontally with no issue, sliding against walls, ...
0
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1answer
105 views

Surface creation algorithm using points cloud

I am looking for a realtime algorithm to create a 2D mesh using points. But I am quite confused. It seems that Delaunay triangulation can help me create mesh using point clouds, but Meta-balls seems ...
0
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0answers
37 views

Umbra and penumbra by ray-plane intersection [on hold]

I have 2D surfaces in 3D space which cause shadows on another and I need to calculate the surfaces which are in the shadow or partially in the shadow. Would a ray-plane intersection do this?
0
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0answers
38 views

Multiple Body Code?

I've been working on one game, 3D RPG with Ogre graphic engine and I wondered if there is a code for multiple bodies? Currently there is only one body model and if I want to add a new one, the ...
1
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0answers
12 views

Best practice for saving content-dependent metadata? [closed]

What is the best practice (compliant with the 3D pipeline) for saving content-dependent metadata, such as barycentre? I don't want to render the metadata, but I want to inform the users about it. I ...
1
vote
2answers
218 views

Matrix rotation wrong orientation LibGDX

I'm having a problem with matrix rotation in libgdx. I rotate it using the method matrix.rotate(Vector3 axis, float angle) but the rotation happens in the model orientation and I need it happens in ...
1
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2answers
494 views

How does the Unity3D entity system work?

I saw the Java Artemis Entity Component System and thought of the entity system in Unity3D. In Artemis for example you can only add one component type to each entity and the logic is not in the ...
0
votes
0answers
21 views

Wall Collision on a model

I am building a model of a house in XNA and made a collision system so that when the player goes into the wall they stop. Also I made it so if the player is pressing the key 'up' and collides into the ...
0
votes
1answer
54 views

Is the rendering of distorted point clouds more complex?

I have two point clouds of n points: A dense ball-shape point cloud with many points inside A spherical point cloud with points on its surface. Is there (really) any difference between rendering ...
0
votes
1answer
68 views

How to calculate “real” distance between cursor and away object?

I don't really know how to formulate the title, but the problem is the following: I'm using a scripting language called "SQF" which has been created by a company named "Bohemia Interactive" (no, I do ...
2
votes
2answers
115 views

Determine percentage of screen covered by an object without using frustum culling

On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the ...
1
vote
1answer
107 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
2
votes
1answer
58 views

Impact of object's statistics on the rendering

Consider two 3D objects with n points and n triangles. One of the objects has a smooth surface such as a ball or a box, and the other object is like a fuzzy onion-layered object with large ...
4
votes
1answer
106 views

Utility of submesh class in a 3d game engine?

I've read somewhere that we use sub mesh for being able to give different materials to one mesh. But why not simply do this with scenegraph ? I mean you have a car mesh, and instead of using ...
1
vote
1answer
276 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
43 views

Problems with texture orientation in space

I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like ...
3
votes
3answers
194 views

How can I create straight, glowing lines?

What techniques are used in this style? What steps would be required to recreate it? (Screenshot of this app: https://play.google.com/store/apps/details?id=com.dkeesto.holographlw)
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votes
1answer
328 views

Need help with a complex 3d scene (using Ogre and bullet)

In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the ...
1
vote
3answers
129 views

How do I correctly multiply an XMMATRIX by a scalar?

Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B ...
1
vote
1answer
58 views

Align tetrahedrons

I'm currently generating tetrahedron meshes in Unity When a player clicks the side of a mesh, a new one spawns aligned with it, like this. I'm not sure how nor can I find any information on ...
5
votes
3answers
2k views

XNA: Rotating Bones

XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root -> Main -> Turret -> Barrel I have binded all of the objects to the ...
0
votes
1answer
55 views

Can I export animated models from Unity? Into what formats?

I have an animated 3D model from the Unity Asset Store that I would like a new animator to touch up (the license allows this). But they need it in a format they can use (in Maya or... something ...
0
votes
1answer
159 views

How to approach in-game character creation system alike Sims [closed]

I would like to implement an in-game character creation similar to the Wii/Mii system or The Sims using Blender and Unity. In what ways is this possible, other than (or in conjunction with) using ...
1
vote
0answers
30 views

XNA HLSL UV Mapping

I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part: ...
0
votes
1answer
100 views

How do I find the angle between two 3D angles represented in this form?

I have two 3D angles, represented by [a1,a2] [a1,a2] where the a2 is < 180. My coordinates are represented as [X,Y,Z], where X,Y,Z are 64 bit ints (longs in my lang). My direction angles are ...
3
votes
1answer
365 views

What is deferred lighting?

There is plenty of information on what deferred rendering is but there is a lack when it comes to deferred lighting and the information that there is there is not clear. My question is simple, what ...
6
votes
1answer
7k views

Importing a .x file to 3D Studio Max?

I've been googling this for a while and haven't been able to find anything (blenders importer does not work). How can I import a .x file to 3D Studio Max? There are heaps of resources in converting ...
1
vote
1answer
48 views

XNA Library DrawPrimitives throwing primitiveCount error

I downloaded the project from here http://silverlight.bayprince.com/tutorials.php?tutorial=13 and tried adding a new OBJ file with a few thousand vertices listed. The classic teapot works but when I ...
2
votes
1answer
147 views

How can I achieve a bullet tracing effect similar to the one in Planetside?

I've noticed that bullet tracers in Planetside 2 don't show up close -- every time I see them, it came from a barrel a ways away. I don't believe Planetside traces every bullet either, because then ...
1
vote
2answers
76 views

Should I shade models before or after importing them into Unity?

Is it better to shade a model inside the 3D modeling software or inside Unity? As an example, if I need to use a transparent model, should it be made transparent inside the modeling application or ...
7
votes
6answers
2k views

Physics-perfect (or somewhere near) 3d sound engine

I'm new to game programming, although I have some years of experience in console/web development. My problem is not so much that I can't find what I'm looking for, it's just that I don't have the ...
0
votes
0answers
14 views

Maya shatter collision without interpenetration

I'm a newbie in Maya and after days of Googling I still cannot find the answer to my question. I'm making a solid shatter in Maya, as expected, the rigidbodies interpenetrate with each other. And the ...
2
votes
3answers
452 views

SharpDX/D3D: How to implement and draw fonts/text

I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to ...
12
votes
4answers
18k views

Fastest way to draw quads in OpenGL ES?

I am using OpenGL ES 2.0 I have a bunch a quads to be drawn, would love to be able to have to pass only 4 vertices per quad as if I were using GL_QUADS, but basically I just want to know the best way ...
4
votes
4answers
1k views

I'm a single developer making a game made of blocks. Can I make 3d characters made of blocks without looking like Minecraft?

I would like to differentiate the look as much as I can but yet it has to be within the limits of what is reasonable for a single programmer can do. I have alot of ideas that would make the game ...
0
votes
1answer
81 views

Find world matrix

I'm making my first 3D-game with XNA (MonoGame) and have come to a point where I wish to add a crosshair for the player. To do this I need the on-screen coordinates of the location where my fighter ...
13
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5answers
2k 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
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0answers
122 views

How do I structure my models for 3D animation?

I have a question about implementing a 3D animation system in my engine. The following is how I am attempting to model the render / animation systems. (Note: I am using Haskell for the pseudo-code ...