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3

This question will probably be closed, but I want to provide you with some pointers anyway: I have done an OpenGL implementation of that article in question, back when the geometry stage was new. It was quite heavy to do, and then I was not constrained by an existing enginge but did my implementation from scratch. The article contains everything you need ...


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A uv map maps a point (x,y,z) in the mesh to a point (u,v) in the texture image. Since an image maps (u,v) to a color, the two maps can be chained, yielding a map from the mesh space to the color space. uv map color map (x,y,z) -> (u,v) -> color mesh Texture space space


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I could not find anything on this subject so I invented my own algorithm which works by iterating over and over again to find more precise results. The higher you set the iteration count, the more precise it will be. hope this helps anyone who has the same problem public Vector3 GetPointClosestTo(Vector3 p, out float result, out int curve) { // an ...


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If the result in the image satisfies you, here's how I achieved it. Subsurfed the initial cube once Created a second cube and scaled it Added a boolean modifier to the first cube and chose union Selected the second cube as the modifier target object Ctrl+P Set the first cube as parent of the second so that both move together when moving the first cube Tab ...


1

This isn't really a THREE.js problem (although THREE.js may limit your options for a solution); it happens with any terrain implementation of that type. From the screenshot, it looks like you're using a regularly-tessellated grid of geometry where each vertex is mapped to a height map point. Such a grid generally generates triangles in a pattern, for ...


2

I believe you should still want to use a perspective projection instead of orthogonal one, as there is still a perspective in it. There's some ways on how to achive it. One would be using a perspective projection and tweak the fov to achieve the narrow camera effect and maybe a low resolution framebuffer (OpenGL) and resize it to get a pixelated effect. ...


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Use an orthographic camera instead of perspective camera.


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If you just need it once, I'd suggest you pick up some basic knowledge of a modelling tool. It's very easy to do in Blender: Delete the cube that you start with by pressing DEL. Create an UV Sphere primitive. This will create a sphere with radius 1.0 (Note: In the lower left corner you can edit the properties (segment/ring count, radius) of the sphere ...


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Maya experience here. Use a plane or cube to insect with your object. Use boolean operation like UNION,difference, etc to get this.


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You want to made a game for fun or more like a project ? For myself i prefer to made a 2D game but all by myself (without any tools, just a IDE and some libs) instead of a 3D game using a game engine. That's better to understand game internal functionnement. But if you want to made a game only for fun you can do both 2D/3D, depending of your game idea.


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It turns out that the cube map texture has to be EXACTLY square or OpenGL will break, and for some reason it doesn't throw an error when I do this, so I don't really know if this is a SOIL error or OpenGL error... EDIT: I used a different library to load textures and it seems that the texture still is black when its is not perfectly square.


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I can guarantee you that one extra vector projection per frame for 300 units will not slow down your game. You could probably run thousands and thousands of these without noticing a performance dip. Your issue is elsewhere. To find out where you will need to do some profiling. Thankfully this is really easy since Unity 5.0 as you now have access to the ...


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In general rigidbody physics is appropriate to model non-living things, while a completely different system of bone and animation based physics is usually used on living things and things which behave like living things (like robots or zombies). For example, if you drop a stone on the side of a hill you can model what will happen using a very simple system, ...


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There is the Faux gravity system in Unity and it works with jumping as well. TThis is the youtube link - https://m.youtube.com/watch?v=gHeQ8Hr92P4&fulldescription=1&client=mv-google&gl=ZW&hl=en. The download link for the unity project seems to be dead though. Ive uploaded the project to my mediafire account. I'l also add it to github when i ...


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Its true that .obj files contain only “one frame“. You could try a different file format like md5. It should be supported by many 3D modeling programs and it is also a text based file like the obj.


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A good explanation of a solution can be found at http://geomalgorithms.com/a06-_intersect-2.html: 1) Use the dot-product to determine whether the triangle lies fully on one side of the plane and does not intersect the plane at all. 2) If there is an intersection, use a line-plane-intersection-algorithm for the two edges hitting the plane (algorithm on the ...


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Perhaps you could change the RasterizerState fill mode. RasterizerState rasterizerState = new RasterizerState(); rasterizerState.FillMode = FillMode.WireFrame; GraphicsDevice.RasterizerState = rasterizerState;



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