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3

There are a multitude of 3D projections out there with different properties and any 3D modelling tool worth its salt ought to be able to configure the cameras to achieve those looks. A perspective projection like the one you have used have diminishing widths and heights as you go further away, which will result in the trapezoid shape that you illustrate. ...


2

Take an arrow image without any perspective Rotate the image by the desired amount of degree Scale the image vertically.


1

Creating a such origami simulation is very complicated. In my opinion, to manage to create a such simulation, strong knowledge of geometry and math in general is required. I would advise you to try to approach to this problem from the side of geometry rather than from physics side, because it is totally geometric problem. Adding physics to it (at least at ...


0

There are many points you can check: does it load (import) correctly in your Unity how many polygons how many textures how many bones how many draw calls does it incur in the engine. in forward mode / and deferred mode. is it manifold does it create seams while lightmapped previous point is linked to secondary UV set unwrapping quality. does it have a ...


4

There are many different variables that come into play regarding this. If two faces are next to each other that use different textures, light levels, colors, etc.. you more than likely won't be able to join them together anyhow (nearly anything's possible with enough work, but it'd probably be FAR too much work). If, however, you have a lot of cube faces ...


0

I have figured it out. Turns out, my logic was correct, however the imported mesh had it's normals messed up for whatever reason. Maybe I used incorrect settings when exporting FBX file from Max. I have calculated my own normals so now everything is correct. Triangle temp = new Triangle(); temp.Vertices[0] = ...


1

You want to get real familiar with a handy-dandy 3D math operation called Dot Product. Pretty much all 3D graphics libraries include this 3D math function; for example http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.vector3.dot.aspx The dot product can be used for a number of things, but every use boils down to: when you take the dot product ...


2

To succinctly answer the "why" question, it's because a 4x4 matrix can describe rotation, translation, and scaling operations all at once. Being able to describe any of these in a consistent manner simplifies a lot of things. Different kinds of transformations can be more simply represented with a different mathematical operations. As you note, ...


1

you say it's so complicated to implement a path-finding algorithm, but it isn't... and what's even better, once you have implemented one you can use that algorithm whenever needed again... i can provide you with an simple one (A* it is - and it is easy) and it's so open you can use it on hexfields, squared fields or even on cubes... private ...


2

When facing this problem I found that I wanted the character to move forward at a velocity roughly proportional to how close they are to facing the target. When facing away from our target we "turn on the spot" (Red), when facing directly towards it we walk straight towards it (Green), when somewhere in between we will may walk slowly while turning (Blue ...


1

DrawUserIndexedPrimitives() takes your vertices and indices from RAM, sends them to buffers on the GPU, then draws them. That means the data is sent to the gpu every time you call this function. DrawIndexedPrimitives() requires you to create and set both a vertex and index buffer before calling it, and the data will stay on the gpu until those buffers are ...


2

A reflected image is placed on the mirror by first rendering the reflection image using a reflected camera on the other side of the mirror, and then combining the reflection image with the scene image. The steps of this procedure are as follows: Reflect the camera to the other side of the mirror surface. Modify the scene model by removing the reflecting ...


3

For large flat surfaces (water, floors, etc) there is this approach: Scale everything (geometry, camera, lights, etc) upside-down across reflection plane; Clip geometry left above the reflection plane; Render to texture; Render everything as usual except the reflective plane surface; Render reflective plane with reflections texture applied to it ...


1

I'm not much of a programmer, but since I did lots of researches around the kind of elements you find in background (as I'm having a blast at making video game backgrounds), I had to understand the behavior of the cubemap reflections. On the basic, the cubemap reflection all work in a single way : the render processor (camera) is able to render up to a ...


2

I believe I see two problems here: var rotationMatrix = Matrix4.CreateFromAxisAngle(target, rotation); This line is passing the target vector into the method to create a rotation. That's probably not right. If you want to rotate about the axis shown in your picture, you'd want to pass it the global up vector, like you do in your LookAt line. The second ...


1

The source post says it all. http://www.ogre3d.org/forums/viewtopic.php?f=5&t=41811 Blending in fake HDR is tough, because the frame buffer blend cannot cater for the exponent you're storing in the alpha channel Fake HDR, exponent, alpha channel. It only matters for a specific HDR format where, as mentioned above, .. "Fake" HDR, where the ...


2

Using a preset animation: So create preset animation in a 3D modelling software like Maya/Blender which has features like soft bodies and cloth that can do a good job simulating the pizza tearing. Export both the pizza texture AND the model animation to Unity (probably as a set of .obj models or some such). The model animation will represent the cheese ...


1

@originalDaemon's answers are good! I think there is a middle way that may get better result than the first approach and will take a reasonable amount of effort (perhaps unlike "The Hard Way" approach). What I suggest is too actually model the cheese "web", it looks a lot like stalactites to me. Model a few pieces of stretchy cheese. Randomly position them ...


20

The Simple Way Add a quad which connects adjacent slices to each other. Texture this with a nice, melted cheese texture, complete with holes. As the slice is moved away the quad will naturally be stretched and thus stretch and skew the texture. This should look reasonable, although there will be no break. What to do here is make that texture an animated ...


0

Do "not rotate" the WheelCollider components. WheelColliders are implemented as ray casted down, you can see the direction of the ray on selecting the same in the editor. To get more accuracy try tweaking Physics.minPenetrationForPenalty and Time.fixedTimeStep. Edit: Noticed the rotation in your inspector window.


0

The final color in Phong model depends on glossiness and specular reflectance of the material. If glossiness is very high or specular reflectance is low then the final color approaches albedo of the sphere. Otherwise the color approaches light color. If you render in low dynamic range (LDR) though you may get color saturation and unexpected results, e.g. ...


0

I dont think that would happen, i havent use it how ever, but if u think about it, you are multiplying the light contribution with the object color as the equation you provide finalColor = ambient for light in lights: finalColor += light.specular + light.diffuse finalColor *= objectColor; and even in real live if you have a very shiny object like car ...


2

The problem isn't particularly with the additive math. Contributions from multiple light sources is resolved by addition. We can clearly see that in the rendering equation. As we see in the equation light contributions is integrated over the unit hemisphere containing all possible values for all light directions(Wi). In real time computer graphics we only ...


1

There are a few ways to move along at a constant speed along a path whose "segments" are not a constant length - and it's not trivial to make them that way. I would approach the problem by making a "Mover" of sorts which follows a "Path". public interface Path<T> { public T getPoint(float delta); } public class Mover<T> { public ...


2

I'd expect the conversion to be more like: static XMVECTOR XMConvertToQuaternion(XMFLOAT3 axis, float radian) { return XMVectorSet(sin(radian/2)*axis.x, sin(radian/2)*axis.y, sin(radian/2)*axis.z, cos(radian/2)); } in particular there is no need to push the coordinates through a cos and the w should be the last coordinate, there is a micro optimization ...


1

Do I use XMMatrixRotationQuaternion(XMVECTOR quaternion) and multiply the resultant Matrix with my scaling matrix and translation matrix to get my transformation matrix? I believe so. At least that's what I do with D3D9. (D3DXMatrixRotationQuaternion) You might already know but multiplication order should be : scalingMatrix * rotationMatrix * ...


2

In order to compute left and right, you need the concept of "up". For instance, if you are flying a spaceship and performing a "barrel roll" then the concept of "up" changes and with it, left and right change as well although you are facing in the same direction. Up can be based on the plain the character is standing on or simply be an absolute direction. ...



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