New answers tagged 3d
1
If you already have code that generates rooms connected with hallways in 2D simply update your code to do this:
Each generated room gets a random height (pretty obvious right?). I would try with picking from a list of predefined height values or simply pick a random value from a good interval. Then proceed as usual - connect the rooms with hallways, but ...
3
What values should be used for the near and far planes depends entirely on your scene. It doesn't matter what units you're using, as long as the near and far planes are specified in the same units as everything else.
Set the field of view to whatever you think looks good.
Set the near plane as far as you can get away with - as far as you can make it ...
1
I'm not familiar with DirectX, but the BoundingFrustum docs you link to say that it can be constructed from a projection matrix.
All you need to do, then, is multiply your actual projection matrix by a matrix which (if you used it to draw with) would scale/translate the graphics so that the rectangle you want fills the viewport, then use that matrix product ...
1
Start here: Really nice noise library because using noise in a meaningful way takes a little work.
Most of your "what octaves, persistence... etc..." questions are answered by trying values and sticking with what works for you, there is no universal truth otherwise all maps in all games would look the same. In fact, the best way to get up to speed is to ...
0
Gimbal lock is the answer, avoid using euler angles even converting to and from quaternion, use multiplication by quaternion created from angle axis.
Unity3d has same problem when rotating around ox axis:
transform.eulerAngles += new Vector3(5,0,0); //problem
2
If you were using a voxel-based terrain, you could, in addition to storing the density of ground per voxel, you could also store a water value that is clamped between 0 and 1 - groundDensity. Drawing the water would be as simple as running a marching cubes pass over the water values. Simulating the water would be a little more difficult, but the basic ...
3
I cannot say what is commonly used, but my first thought would be to use a particle system with particles of varying sizes representing water of various volumes. The top of the water would use smaller particles to form the undulations of the surface and waves, the water nearest the player would use the smallest particles to simulate splashes and small ...
4
This effect is called Tunnel effect and has been popular in Demoscene.
Basically it's a texture mapped infinite cylinder. The camera is moving inside the cylinder or the camera stays still and the cylinder is moving. Here is a video of this effect without alpha blending to make it more obvious and the source code for it.
Basic idea was to raytrace the ...
1
I don't know much about Untiy but I know how effects like that are produced. They take randomly generate particles around the area, I'd guess they used Perlin Noise. And in each update, if the particle is no longer visible, it's deleted to make more room for new particles. This should produce the effect you are looking for.
Here is a few links on Perlin ...
0
The simple way to draw in 3D is to wait until LibGDX has implemented their 3D functionality.
Otherwise, you can simulate the effect in 2D. Basically, you change the scale of the object to represent its movement along the Z-axis. Rotating would only be with respect to the current 2D perspective.
0
You need to draw each mesh separately, and with the appropriate bone transformations:
(The below pulled from Reimer's tutorials as it's simple and clean):
private void DrawModel()
{
Matrix worldMatrix = Matrix.CreateScale(0.0005f, 0.0005f, 0.0005f) *
Matrix.CreateRotationY(MathHelper.Pi) *
Matrix.CreateTranslation(new ...
1
What you need to do is unproject a 2D screen coordinate to a ray within the world. Perform intersection tests of some sort with the ray, and then perform whatever handling logic you want. The first link explains the process of creating a ray from a screen coordinate, it uses DirectX, but the principle is the same. How you choose to identify the object you ...
0
I managed to fix everything through a lot of experimenting.
It seems my problem came from my own misunderstanding of quaternions.
I was under the impression that they represented a change in angle, when actually they represent an orientation.
So my rotation matrix was always a bit strange because I was just pushing seemingly random values into it, ...
0
I agree with the contract statements, but if I were you, I would use the original mesh as a base, then expand/improve/modify it to a point where it is no longer the same as it was but has helped you to save time when making the new model - the term for this is 'kit bashing' - creating a bunch of reusable assets that you re-use whenever you need a similar ...
9
It depends on the contractual agreement you have with your client. If they own all source art assets you create, then the safe answer is "no".
0
You may want to consider turning on DEBUG VIEW in farseer, if you haven't already done so. I also had a difficult time lining up my Farseer objects with my 2D world objects. The following is the code I used to get the objects to line up:
Matrix proj = Matrix.CreateOrthographicOffCenter(0f, Viewport.Width, Viewport.Height, 0f, 0f, 1f);
Matrix view2 = ...
1
If you open the object in a proper polygonal editor, you can extrude faces by a negative amount to turn it hollow. The main idea is to have a smaller copy sitting inside the larger and have all faces reversed. You could even do it by hand, though that is impractically tedious.
You can try Blender, Cheetah3D, Hexagon, Wings3D, Silo, Nvil, 3ds Max, or Maya.
...
1
The word you're looking for is "Pacing" for space sequencing.
I don't think that you're going to find much more than blogs by designers and the occasional post mortem with a design section.
Have you tried looking up syllabuses that include environment and level design to see what their reading list looks like?
However, 100% of the designers I know learned ...
2
The industry standards for 3D modeling are tools such as Maya, 3D Studio Max, Softimage, Modo 601, Zbrush(sculpting), and Blender. Blender is free, while all of the others are quite expensive. Blender is not only a modeling, but animating and rendering suite with a programmable framework. It is a very good place to start, and has a great community. If you ...
2
For 1.: Papaengine, was used to make the game you've linked (Papa Sangre). The engine claims it's "the only true real-time binaural audio engine for iOS!", so they seem to be rather limited. Though, I wouldn't think iOS would be the best choice for a FPS.
There is this article from GarageGames that claims that FMOD is available for the Torque engine. Where ...
1
In some ways, rasterisation is the opposite problem to raytracing. In raytracing, you know which pixel you are testing, and you have to find the triangles that are hit by the ray through it. In rasterisation, you have information about a triangle and you need to find which pixels it covers.
Basically, the vertices describing the triangle are projected into ...
0
Depth Buffer is not as fancy as ray tracing, it's just a simple sort of Z values from objects.
One of many types of information you send to the GPU are postions (x,y,z), after the data is in VRAM (Video Ram) each z value that a pixel intersects is taken in consideration. Something like this:
for every polygon in the polygon list in VRAM
if polygon ...
1
Little bit of necromancy here, but somehow it came back to the top of the list already today, and while a comment covers the idea, there aren't any actual answers yet. For the benefit of future readers:
The idea behind using an Axis Aligned Bounding Box, or in the 3D case a bounding cube, is that you can quickly disqualify some number of your potential ...
5
You aren't resetting the modelview matrix, so each cube's translation is added to all further cubes. Use glPushMatrix and glPopMatrix around each translate-and-call.
0
You can actually do this without A*. I did this on a hex grid using recursion but the premise is the same.
You start at your characters current position with the set number of moves. then move outward in all directions reducing the number of moves by the amount of moves required to enter that square. Then repeat for each square you entered.
One thing to ...
2
A* is for finding the shortest path from vert a to vert b. Its not a good fit for finding all verts x distance from vert a.
A Depth First Search (DFS) should be suitable for your problem and very cheep on both memory and clock cycles. There is another basic search algorithm called the Breadth First Search (BFS) that would run at similar speeds but uses ...
1
One way to make such an effect is UV animation.
The UV is a texture coordinates, as XYZ is the objects coordinates, what is done here is simple. Given the following texture with the mention that it needs to have an alpha channel so that we can exclude the blue color and leave just the clouds, it is going to be applied to a quad
Let the upper left ...
0
I think you are mixing up what the purpose of Ruby on Rails is for, and what the purpose of a game platform is for.
Ruby on Rails is for serving up and managing a web server, web-based content, and so forth - built very strongly around the whole idea of Model View Controller. And it ALL runs on the web server.
But a game engine is something that runs on ...
0
I think this is a realy broad question. There are several factors to each shader that make them diffrent. And im not sure how the Target api looks, but for what ever engine you are using and coding with, this is always a hussle.
So my best guess is that it could be anything from 10 houers to a milion. this comes down to how fast you understand the idea ...
0
Have you considered building a set of animations that go from rest post (stick with no interaction applied) to end poses (we need a picture to really get what you're talking about) and blending the animation(s) based on user input?
I may not understand the extent of your interactivity, or needs.
4
If your matrix and quaternion classes are functioning properly, then a sequence of rotations should not ever give you a reflection (inverting or flipping a sprite). You should not just sweep the problem under the rug by writing code to flip something if it comes out with a reflection; you should try to figure out the actual problem.
That being said, based ...
3
There haven't been many answers, so I'll just chip in what I can. Disclaimer: I really do not have much experience in 3D. This is from what little experience I do have.
I am fairly sure UDK and many other engines use, for indoor surfaces, static meshes. They block out levels using rough polygon geometry and use these to playtest in the beginning, but then ...
1
It depends on how accurate you want it to be. It took scientists years of different camera angles and calculations to get the visible stuff mapped in 3D.
I recommend you take a shortcut. especially if it's not the main focus of your game.
Parallax Scrolling (if done correctly) can give you a nifty 3d effect without the 3d.
...
2
Split the building into more basic forms (walls, platforms, etc.) and also create a bounding box for the whole building. So, unless your tested object collides with the bounding box, you ignore everything being inside. Depending on the complexity you can group this even further, e.g. by building, by floor, by room, etc. Once you're sure you're indeed ...
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