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0
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1answer
42 views

A problem with texture atlasing in Unity

I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means ...
0
votes
0answers
28 views

Get closed ring around a mesh passing through given points

Suppose I've some points on a mesh (2+) that can be anywhere on the mesh, suppose for example these (ignore the small points, just consider the sphere): http://i.stack.imgur.com/nDzW3.png (sorry ...
-1
votes
0answers
79 views

How does sketchup do it? Previews that is

Well i've been working with HUGE models that I got from sketchup warehouse which I need to shrink some how because they are amazingly big. Decimation would work if they weren't textured. (meshlab wont ...
0
votes
2answers
84 views

What does a Mesh consist of?

I have seen various implementations of mesh loaders in a few open source game engines. But all of them behave meshes differently. Is there a general definition for a mesh that explains what meshes ...
2
votes
1answer
35 views

Creating 3D objects from code and their normals

I'm trying to create my own 3D objects from scratch so I can generate my own terrain for a game I'm making. So I created a cube and realized the lighting was strange, I looked up the cause and found ...
1
vote
1answer
404 views

Procedural terrain - how to blend textures between dynamic meshes

I think I should structure this question better. I'm developing a procedural terrain structured with voxel chunks. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d ...
2
votes
3answers
201 views

How can I apply a mesh distortion to walls like in Dungeon Keeper 2?

In Dungeon Keeper 2, the walls of the dungeon have different random shapes depending on its state (freshly dug or reinforced, and so on). They look like they are cubes of 3x3 vertices that have a ...
0
votes
0answers
50 views

Tilemap mesh issue with z, -z axis

I don't understand why the created mesh is upside down if z ( z*tileSize ) is positive, the mesh is then rendered with the texture looking down. With "-z", the mesh texture is looking up correctly, ...
0
votes
0answers
84 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...
0
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0answers
94 views

2D movement constraint to navigation mesh

You can jump to the question in bold if you wish. I'm working on an isometric view 3d game and currently trying to constraint the players movement to a navigation mesh. My current algorithm works as ...
0
votes
1answer
126 views

Importing an object from Blender into a scene, rotation on X axis?

This is my situation: I save the scene with blender no export with any processing steps. Blender has x right y up -z into the scene for the view coordinates (OpenGL) I have x right y up -z into ...
2
votes
1answer
118 views

How to move on a mesh?

I am working on my collision system right now and I wondered how you can actually walk on a mesh. For example I'm thinking about a dynamically created little village and I want to be able to move the ...
2
votes
2answers
159 views

What is “terrain mesh generation” exactly?

I'm new to computer graphics and need to know and understand what the "terrain mesh generation" is? I read about "terrain", "mesh", "terrain generation" but can't find an article named "terrain mesh ...
0
votes
0answers
49 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 ...
1
vote
2answers
236 views

Rendering large and high poly meshes

Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff ...
2
votes
2answers
280 views

How do I morph between meshes that have different vertex counts?

I am using MeshMorpher from the Unify wiki in my Unity project, and I want to be able to transform between arbitrary meshes. This script only works when there are an equal number of vertices between ...
3
votes
1answer
152 views

Mesh objects and a draw function

I'm currently working with a mesh class so I can easily create mesh objects. Now I want a draw function in my mesh class so when ever i want draw it to the screen I can just call it without any fuss. ...
0
votes
4answers
261 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 ...
3
votes
1answer
554 views

How to optimise mesh data

So i have some procedurally generated mesh data and i want to reduce it down to its minimum number of verts. In case it matters this is a unity project. Working on the basis of a simple example, ...
1
vote
0answers
105 views

Batch mesh simplification

I need a script for simplifying meshes, to run on a server in headless (no GUI) mode. Are there open source (or at least gratis) tools out there I could use for this? Or, how would I script Blender to ...
4
votes
2answers
256 views

Creating stable tentacle structures

I am using verlet integration to simulate some tentacles. So far it works great and I am satisfied with how it looks in general. Here is how a tentacle is built: The very stiff sticks are colored ...
4
votes
2answers
907 views

Where and how to smooth a voxel-based terrain surface?

I want to smooth the blocky terrain in a Minecraft-like world. The smoothing affects visual appearance and physics but not the logic of placing and picking blocks. I have my mathematical formula to ...
1
vote
0answers
668 views

Blender: How to merge multiple meshes of same object?

I have run into a bit of a problem creating my 3D model. I started with a single mesh and added additional meshes (all in edit mode) to create my geometric shape. They are all part of the same object, ...
4
votes
1answer
222 views

How attach a model with another model on a specific bone?

I meet a difficulty attached to a model to another model on a "bone" accurate. I searched several forums but no result. I saw that many people have asked the same question but no real result see no ...
13
votes
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. ...