Questions tagged [3d-meshes]

Geometric representations of objects in 3 dimensions. 3D-meshes are made up of a collection of triangles or other polygons, forming volumes and surfaces. They are commonly used for visual representations on computer screens.

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Polygon count target range for MMO being released in 2 years

What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, ...
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If a 3d surface is occluded by another 3d surface, does this have any effect on the performance and rendering speed?

We have a 3D character who is wearing a gauntlet on his forearm and visibility of which can be turned on and off. Would it be better to create two versions of arm, one without extra triangles that are ...
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2answers
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How mesh transformation works under the hood

We can look at the most popular engines like Unity and Unreal engine (maybe Godot and other). As far as I understand (at least I would do this), we store the original mesh, and then for every change (...
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How to draw non-triangulated mesh?

I am working with DirectX (C#/C++). I am wondering is it possible to do not triangulate meshes and what the difference between cases (in loading and rendering code)? If so, how to do this? I know <...
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Irrlicht rendering basic OBJ

I have been trying to render a "room" with some basic functions and I found some "bugs". So at first I have made a "room" out of 6 planes in blender and gave each of them a diffrent color. ...
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What technique should I use to implement the following type of "diggable" terrain?

I'm trying to replicate a certain game mechanic from the game Diggles. This game takes place in a vertical cross-section of the earth and allows the player to dig tunnels and caves into the ...
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2answers
725 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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2answers
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C++ SDL, Opengl 3D Game

I have been learning C++ for long time (but only learning game development for eight days) and I have made a simple game using 2D textures. I was thinking of starting on 3D game development. I wanted ...
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1answer
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Architecture for defining large numbers of meshes at runtime

In my project, there are large numbers (think 4-digit numbers) of 3D meshes that are created or modified one by one, or in groups, at runtime (based upon user interaction). These meshes have the ...
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1answer
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Problems with 3D Array for Voxel Data

I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's ...
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Why are my triangles not being drawn in the color I define?

I render a simple mash structure with Tao (don't think this is relevant) using DisplayList. Following code appears between ...
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4answers
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Missing triangles in model

I am having an issue where triangles in a model aren't being shown. The left is wireframe, the right is the finished image. For some reason a bunch of the triangles aren't being shown. The project ...
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1answer
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How to cut a 3D mesh like a lathe?

How to simulate the object cutting with a lathe, similar to what's done in the CRAFT: Work VR Shop app?
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1answer
294 views

How can I produce 3D environments for VR from HDRI images?

I have a question regarding to the HDRI maps as many some of you have a bit of experience in this field especially for Oculus Rift platform! I've been trying to achieve a 3D landscape from this HDRI ...
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2answers
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Prevent player from jumping on a mesh

I am working on a game and I have a mesh that I use to block hallways and prevent the player from going that direction. They are placed vertically with slight angles. I'm having a problem that the ...
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2answers
573 views

What are the common methods for achieving dynamic asset destruction? [closed]

I am trying to determine the most appropriate destruction solution for an online desktop game. There are two main factors here that I am considering; 1) the performance of the approach taken and how ...
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1answer
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How to determine vertex index using Shader Model 3 or lower?

I need something like SV_VertexId (added in Shader Model 4) in HLSL shader to determine which vertex is currently handled. Unfortunatelly, I can compile only vs_3_0 or lower. The objective is to ...
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DirectXTK Model : How to draw with custom vertex & pixel shader?

Here is the code I use to render a .cmo (from .fbx) mesh : ...
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2answers
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Using an array of 3d points to construct point cloud or surface in OpenGL

I have an array of 3 dimensional point objects, I can manipulate the input into this array into any configuration I want, for example, it could be a vector of floating point numbers, a vector of ints, ...
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1answer
110 views

How to know if a model is composed of a group of models?

I've downloaded a model, and try to ungroup the model and learn how this model was made. However, the big model in the image below can not be ungrouped anymore. I feel that this model is composed of ...
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2answers
695 views

Wavefront mesh: determine which face a point belongs to?

I have a 3D mesh Wavefront .obj file. Is there any algorithm that takes an arbitrary point coordinates as input and determines which face of the mesh that point belongs to ?? The mesh is rendered on ...
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1answer
645 views

Problem rendering a Wavefront mesh, nothing displays(VBO)

I'm having a problem with displaying my wavefront obj file using VBO's My fps counter slows down like there is something being drawn but I cannot see anything. Is it a problem with my loader? Or maybe ...
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2answers
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Scaling Model in XNA, keep position

I am trying to create a little fun 3D game in XNA, but I am having some problems with scaling my models. I use models from random sites, so my battleship is for an example 10 times larger than my ...
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1answer
288 views

3D Huge mesh rendering

I am writing a program, that as input, I have a huge (10^6 elements) 3d mesh (with hexagonal shaped elements), and I want to realtime render it, but not as real-time as a game. It just can show the ...
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1answer
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Understanding .obj file

I downloaded a 3d model of a car. By judging by the skins and images available model treats wheels and car body as separate nodes. I want to access its child nodes (wheels) to specify animation. But ...
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1answer
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How to edit a Rigged 3D Model without Ruining the Rig?

I have some rigged 3D models that I want to use. They came as .fbx. and sometimes I want to make some minor edits such as merging/moving/removing some vertices or something of that nature. The Problem:...
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1answer
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Creating Sphere Triangles from Vertices

I came across a way to create the vertices of a sphere, located here: https://gamedev.stackexchange.com/a/150293/62793 I converted this to the following C# example: ...
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1answer
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Unity mesh only rendering one set of triangles

I've been using Unity3D to procedurally generate terrain with Perlin Noise and I've come across a problem where the mesh that I've constructed only renders one set of triangles. The following is my ...
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1answer
153 views

Half of my tris are textured in streaks and blurs

I have written code to import meshes from OBJs and textures from BMPs. My texture coordinates seem to be getting messed up somehow, or some other issue is occuring, because I am getting these effects ...
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2answers
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Mesh shaded as single pixel

I am trying to procedurally generate planets in Unity. The actual planet is already done, but now I am trying to add clouds. For this I created a PBR-Graph shader that draws the clouds based on some ...
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1answer
45 views

Material looks different on programatically generated mesh compared to resized default cube mesh

I've written some code that generates a mesh from some 2D nodes, generating both triangles and vertices. It seems to have worked pretty well, since I get a solid mesh without any weird rendering ...
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1answer
34 views

When importing a character to Unity, textures and meshes don't appear

I'm relatively new to Unity, and I'm left with doing this as my last step towards my task - importing my animated character to a game engine and program the movements. The problems that I have ...
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1answer
35 views

Algoritm for scaling an 3D model with fixed edges

I am looking for an algorithm that allows me to scale a 3D model with certain fixed edges. For example scaling up a window should have the frame remain a fixed width while the length of the frame ...
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1answer
210 views

What program was used in Kojima's Death Stranding to create the 3D scans of people? [closed]

I've been unable to find out what program Hideo Kojima used to create his 3D scans of people in his game Death Stranding and presumably Metal Gear V as well. Here is a video of the scanning in ...
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1answer
35 views

Comments getting executed as command

I have a script to edit my world on run time and a script to generate a world. When i tried to place a block, something wrong happened, so I tried to make my script into command until I find which ...
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1answer
213 views

NavMesh going in the ground

I'm trying to do a navmesh. Everything seems to work fine exept that my character in almost completely under the ground. The ground is a plane with a mesh collider. I have baked it and checked my ...
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1answer
625 views

Changing the 3D model of the Unity ARkit face tracking demo

I was able to get the Unity ARkit face tracking demo working with an iPhone X to animate a face model in realtime: I then tried to get it to work with my own 3D model, and imported the FBX file with ...
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1answer
63 views

How to remove an element from the scene while keeping it in array?

I combined cube meshes to make a big one. I stored the info of every cube in an array within a list of chunk. Now i want to delete the cubes in the scene to only keep the combined result, but without ...
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1answer
59 views

Does collision detection data structures require a manifold mesh

Is it possible to apply spatial split techniques (oct-trees bsp-trees, etc) when meshes are not necessary manifolds? The mesh in question represents the "map". This means that it is static so spatial ...
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1answer
38 views

Are the sides of a beveled rectangular prism considered "ngons", to be avoided?

Many tutorials I have watched say that everything should be made in 'quads' (ie. no triangles, and no ngons). I think this is mainly due to getting into this habit so that if I make a complex model, ...
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1answer
38 views

Comparing the scale and rotation of (otherwise) identical meshes from vertex data

I am designing a tool that can read an obj file with duplicate meshes in, and export the transformation, scaling and rotation of each duplicate relative to the original model. I can establish the ...
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1answer
385 views

Sometimes can't use the rendered mesh as a collider in Unity?

Most of the times I can use the Mesh Filter's mesh as collider in Mesh Collider But sometimes there is just nothing. No ...
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1answer
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Why is my spherecast returning an incorrect hit on mesh collider?

I have a mesh collider that is largely a flat plane facing up. Any SphereCast against that surface should return a normal of Vector3(0, 1, 0), but that isn't always happening. When near an edge on the ...
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1answer
78 views

Import 3D model into Unreal Engine 4

(Sorry if I misunderstood the context of what I want, I'm currently noob in game development). I want to retrieve a 3D model from let's say Saints Row 3, and import it to Unreal Engine 4, is it ...
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2answers
164 views

Does it make sense to use voxel editors only for meshing?

I am a hobbyist game developer. If there is something that I really don't like is 3D modeling, in particular all the work that needs to be put in the "pipeline" for the creation of models, in ...
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1answer
107 views

Vertices displaced when smoothing in Maya

The issue below appears when smoothing in maya. I would prefer to solve the problem normally as opposed to import/export obj. Below the image is a .ma file you can download yourself. File: https://...
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1answer
135 views

D3D9CAPS gives unusual maximum shader instructions value

I'm trying to implement a vertex and pixel shader on a piece of hardware we're developing a game for which uses the DirectX 9.0c runtime. The shaders are for boned mesh animation and is a bit more ...
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1answer
45 views

Project vertex on a line

V,A and B are 3 points in 3D space and We have d0 (distance of V from (AB)line). I want to calculate question mark point in the image above!
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1answer
667 views

Load destructible mesh at runtime

Using the tutorial: Components and Collision as a guide, to dynamically load a SphereShape the following is done: ...
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1answer
82 views

Sticking things to Walls in 3D

I'm trying to leave the second dimension and finally make a 3d game, but I'm having a hard time coming up with a way to implement a certain concept. I am trying to make a flat object which would "...

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