A collection of vertices, edges and faces that defines the shape of objects

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How are the positions of skinned mesh vertices with multiple weighted parents stored?

I'm trying to wrap my head around the basics of skinning and skeletal animation. I understand not every skeletal animation implementation works exactly the same, but I'm just trying to understand the ...
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22 views

Creation of block mesh for minecraft like chunk

Problem: I'm trying to build a naive mesh for a "chunk" of 2x2x2 blocks. But the "mesh" i create is 3x3x3 blocks (i don't understand why?) and the "extra cubes" are not like i intendet them to be (...
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0answers
29 views

Mesh vs LineRenderer Performance

I've created a script, which is drawing a line along a bezier curve, so that I can animate whatever I want with lines, mostly for UI purposes. For the moment I'm using a line renderer, which works, ...
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28 views

Obtaing triangles from a 2D polygon

I'm developing a game using Unreal Engine. I have to use Procedural Mesh Component. My problem is that I'm new in Game Development and, for this method, I only have an unordered array of vertices. ...
3
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55 views

How to handle clothing poke through for customizable characters?

I am in the process of developing a character customization system and I want to setup the base character model (the body) so that it works with which ever process I end up using. There are 2 aims ...
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1answer
21 views

Mesh Chunk Combining and Extruding

So I'm working on a proceduraly generated level, that is composed of multiple chunks, so you don't go over the maximum amount of verts allowed in Unity Meshes. Another function is the ability to ...
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1answer
39 views

How to give a mesh collider gravity 5.0

I was trying to make a simulation of an object that needs gravity to work, a hydraulic movement-assistance system for disabled people. All parts are aligned properly, all objects have mesh colliders ...
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19 views

How To Mesh Models Together

I have been recently using my game engine created on LWJGL 3 to create a voxel game. Just a brief overview on how the voxels work, there are a list of block types that hold a model and bounding info, ...
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2answers
166 views

What are these odd distortions on far away textures?

I'm currently writing a simple voxel engine just to get some practice in, and I'm coming across some odd issues. In order to generate terrain, I create a mesh and then assign UV coordinates on a ...
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13 views

Correcting Vectrosity wire frame line normals

Current Setup This is my current scene, you can see that as the sphere rotates it looks like at the edges(90 degrees) to our normal you see the lines fine but dead on the almost disappear. Grid ...
3
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2answers
180 views

Bullet holes on curved surfaces and corners

So right now I am making an FPS game where the gun creates bullet holes (plane with texture) on impact, but there is a problem with that, if I shoot at the edge the plane will stick out and also ...
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1answer
33 views

How to rotate a triangle to look at a point?

Lets say I have a triangle defined by 3 vertices and a center point, how do I rotate the triangle so its normal is looking at a specified point?
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1answer
66 views

Checking if point is inside the mesh via raycasting - where to cast rays?

I need to voxelize triangle meshes which involves testing if a point is located inside or outside the given mesh. I have just implemented a basic algo based on raycasting and checking the number of ...
3
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1answer
104 views

Why create meshes instead of using Planes?

I'm working on a top down 2D game in Unity and I want to create levels dynamically. All tutorials I find tend to talk about generating meshes so I've followed some great tutorials such as this one. ...
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30 views

Problem with loading vertices into Nvidia PhysX triangle mesh

I'm new to using PhysX but I have a little bit of experience using other physics engines. I want to test out the waters because I've been having some problems with Bullet. I believe the problem is ...
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2answers
59 views

How to address raycast failures due to tiny holes in a mesh?

Problem: I have a racing circuit that is made out of tiles, each of which is made out of 2 triangles. I need to know over which tile my craft is hovering on; but since there are tiny holes between ...
0
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1answer
114 views

Unity mesh collider detecting collision on object empty inside

I'm trying to get my first 3D game done with Unity. In this game the character will be flying through some rings. I made the ring asset with MagicaVoxel, exported it in .obj and reimported in Unity ...
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35 views

How to implement mesh subtraction with user interaction in real-time?

I am trying to perform a subtraction on 2 mesh files imported from objloader using THREE.js and ThreeCSG but it is not working as long as the objects are too big or not closed or it will be so slow. ...
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2answers
74 views

Unity3D mesh showing only black triangles

My mesh in the unity editor won't show the correct texture. Instead I get to see loads of black triangles. Anyone know what's wrong? thanks :)
3
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0answers
79 views

Filling Closed Shapes

Game Engine : Unity 5.1 Developing on Windows 7 Hello, I am using Vectrosity to draw some some shapes on screen run time. I also need to fill these shapes and none of them are really trivial shapes. ...
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29 views

How to set a specific face's texture color in Unity?

First off, let me describe my situation... So I'm building a voxel engine based on this tutorial. I'm using my own texture tilesheet. Most of the tiles have their own color except grass, leaves, and a ...
5
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1answer
163 views

How to generate tiled delaunay triangulation mesh (delaunay triangulation within a rectangle with triangles connecting opposing edges)?

I have a nice triangulation of a square mesh. The way I do this currently is generate square mesh (two triangles), from (0.,0.) to (1.,1.) (axis-aligned and normalized for simplicity) add point ...
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24 views

Deforming the mesh with skeleton in XNA

I just want to know which algorithm does the default Model Processor of XNA uses to deform meshes when the skeleton changes, like Linear Blend Skinning, etc. I tried hard to find out but I found that ...
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1answer
66 views

Mesh slicing/knifing with multiple planes

I have a ginormous mesh which I want to cut with multiple planes. For simplicity I want to know how to cut a mesh with single plane and repeat the logic. Consider a X-Y plane of coords (1,1,0,0) = (a,...
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1answer
194 views

In Unity, how do I make a mesh change its opacity during runtime?

I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down. How do I go about doing this? I have this code that I made, but I don't ...
3
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1answer
69 views

Performance differences: one empty GameObject with multiple child objects vs. single GameObject formed by pre-merging the former child objects

Imagine a robot game where robots are made of pre-built blocks. Therefore, each block is a separate GameObject, with one mesh each. I am trying to understand the conceptual differences behind the ...
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28 views

Unity3D - Collider jumps when I hit play

When I press play, my collider jumps down and offsets everything. I believe its due to the animator as it doesn't happen when its not present. I'm using the stock Unity animations. Here is the ...
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53 views

How to generate mesh at runtime using raycast points?

I'm trying to make a clone of the trail/line renderer with the difference that everything is perfectly flat, i.e. the faces are not designed to face the camera. I'm using two raycasts to get the ...
0
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1answer
46 views

Trouble in 3DS MAX 2016 exported ogre.mesh file refering the correct .material

Actually we have some trouble in exporting ogre mesh + material files correctly from 3dsmax. We are using "Easy Ogre Exporter V 2.40" for the export to ogre format. And actually just testing its ...
3
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1answer
64 views

Vertex position problem for connected lines

I’m trying to generate a mesh to display connected segments representing street lines in a mini map. I have problem with vertex orientation that my math knowledge has hard time to resolve. Let’s ...
2
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1answer
140 views

Why doesn't Array.Copy to mesh.verticies work in Unity?

I am rebuilding a mesh but something seems odd that I have to create a temp array just to hold the verticies rather than copy an array. I'm not using list because this is used frequently and I do not ...
4
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1answer
87 views

Explain Mesh.MarkDynamic

As the reference page says, this function/method is used to optimize a mesh for frequent updates, but the description seems a little bit unclear. What should I consider before using it in my code? ...
1
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1answer
81 views

Generate a 2d mesh terain out of triangles (low details)

I'd like to learn a good algorithm to generate a 2d mesh made out only of triangles to be used as a terrain. Its not important to get a high detail terrain. It should just have a triangle looking ...
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203 views

Smooth+Flat shaded meshes cause shadow artifacts (understanding the source of the problem)

I'm using blender to create assets to use in Unity3D, and I'm having some trouble understanding how the smooth/flat shading interacts with shadows, I'm sorry if it has been asked before, but all the "...
2
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1answer
191 views

How to convert UV position to texture atlas pos and reapply to UV in Unity

I'm trying to apply a texture from an atlas to a mesh by reiterating through the UV array on that mesh, but I'm a bit lost on converting the coordinates. For example, if the texture required is at x,...
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45 views

How to avoid ai hands or any body part going inside wall or ground? (Unreal Engine4)

Whenever my character get killed near wall his hands or any body part its goes through the wall making it look like half of the hands front of wall and another half through back. but i dont like it.. ...
5
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2answers
175 views

How far back should I move my camera to fit a given GameObject in frame?

In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
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20 views

Can you generate a mesh between to two objects in blender?

I'm wonder if there is any way I can be blender to generate or fill in the gap between these two meshes.
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2answers
160 views

Stitching terrain tiles made in Blender at runtime

Background I'm making several individual terrain tiles inside of blender for use within a Unity 3D 5 game. Each tile is square and is made to represent a segment of a world. In game the tiles are ...
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80 views

Road Networks and meshes; dealing with intersections

For the last month, I have been working on implementing a road network in my game (engine is Unity), in a similar fashion to city builders (where the player is laying the roads). I am not concerned ...
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22 views

get UV coordinates from texture

I downloaded a 3D Model, which is made of 3 submeshes, each one with a different texture. For some reasons, the UV coordinates of one mesh are wrong ( everything is x=0, y=1 ). Since I have the ...
3
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1answer
376 views

Generating mesh along path

I'm currently trying to generate a path along an array of points(Vector3) This is the result i'm currently getting The dark gray points are the given path The red points are the generated verticies ...
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1answer
31 views

Blender UV unwrapping causes texture to repeat in UDK material

I've made pillow kinda thing, unwrapped it in Blender and then I imported my mesh to UDK, applied a material: The material splits, but I don't want that to happen, I want to cover the mesh with ...
1
vote
1answer
86 views

My runtime mesh is not being created where it's vertices are located, need help

I'm trying to create a quad at runtime and I'm encountering an issue where the mesh does not show up in the scene where it's vertices where set. In the following picture you can see the ship, and to ...
1
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1answer
90 views

Whats causing this weird texture stretching on my mesh?

Making this mesh via code and the texture seems to only tile on the sides, but not on the top. Any idea whats going on? public class CoreMeshCreator : MonoBehaviour { //Initialization public void ...
2
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1answer
201 views

Big 2D world Unity3d

I am planning to make a 2d tile based platformer with big world like in terraria. I have some questions to ask on how to manage this big world in Unity3D. The Scenario World Size = 1000 x 1000 = 1 ...
3
votes
1answer
137 views

Make a triangular mesh from of a map defined by points that follow the coast lines

I have a set of points which follow the coast lines of a world map. I would like to somehow triangulate so that I can render the continents filled in. The points seam to be in order so that if you ...
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1answer
559 views

Marching Cubes Vertex Normals

I understand how to generate geometry using marching cubes at an isosurface, but I haven't been able to find a clear explanation on how to calculate the vertex normals for a mesh produced using ...
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373 views

Binary Space Partitioning of 3d Triangle Mesh (for finding nearest points)

I'm writing a Binary Space Partitioning (BSP) tree for the purpose of optimizing finding the nearest point on the surface of a 3d triangle mesh with respect to another point. I'm currently following a ...