Questions tagged [3d]

3D refers to three dimensional space where coordinates are represented with X, Y and Z values.

Filter by
Sorted by
Tagged with
1
vote
2answers
238 views

Is clipping done before or after projection?

Is clipping applied after projection or before? How can it be applied after projection when a vertex is behind the camera and projected therefore mirrored? At this time I clip the triangle before ...
6
votes
1answer
11k views

How can I make 3D games in 4K that are a few megabytes?

I would like to make 3D games in 4K that are a few Megabytes (MB) in download size. Is there a way to use 3D Vector Graphics in games to reduce the file size ? Or is there any other way to achieve ...
0
votes
2answers
621 views

Is it good to use 24 fps animation in 60 fps game?

Is it normal to use 24 fps animation in 60 fps game or it will hurt perfomance or create bugs?
5
votes
2answers
4k views

Catmull Rom Spline - Constant Speed

Given the equations found in the answer here: Determine arc-length of a Catmull-Rom spline to move at a constant speed How would one A) Apply this to a 3D Catmull-Rom Spline, and B) write A out ...
0
votes
1answer
152 views

First Person Shooter Character in Unity - Meshes Clipping When Close to Body?

I am working on a game character using Unity. I'd like it to be playable in 3rd Person and 1st Person depending on what the user chooses (switchable in game whenever ideally). I've worked on and read ...
2
votes
2answers
1k views

Help to understand positive rotation direction on left/right handed cord spaces

I began to study 3D math and noticed about left/right handed cord spaces and clockwise/counterclockwise rules. I understand that left-handed use clockwise positive rotation and right-handed ...
0
votes
1answer
99 views

In a game such as Star Wars Galaxies, Planetside, and Warcraft how would server-side collision/terrain navigation work?

I'm trying to learn some advanced topics in multiplayer networking for fun and education, specifically how server-side collision/terrain navigation works in MMOs and/or any online game. Personally, I ...
1
vote
2answers
112 views

Draw text in OpenGL ES 3D game?

I am making a game using OpenGL ES 1.0 and I want to keep player score. So I need to draw text dinamically. What is the best approach? Some library, textures, bitmaps? I tried to use TextView but ...
1
vote
1answer
325 views

Game Modeling good practice regarding quads and ngons

I'm asking myself if using quads is really the better practice instead of using ngons (for flat surfaces!) when it comes to game modeling. I often read this and saw models that look like this (96 ...
1
vote
0answers
32 views

Does it make sense for a view matrix to have a scale?

When building a view matrix from an SRT matrix multiply, examples (here and here) only ever compose it with a R and T. Does it make sense to have the S component be anything other than the identity? ...
0
votes
0answers
30 views

Efficiently drawing a batch of meshes?

I was playing around with some isometric ideas, I want to create fairly large maps with a couple of Z levels, much like the older X-com games. I figured I am probably way better off to draw the quads ...
0
votes
1answer
113 views

Vertex with too many connections in Maya

After some mesh editing in Maya I got one vertex with a lot of connections. Please help, how can I fix it? Don't even know how to google it.
5
votes
1answer
443 views

Can a sprite be rendered with thickness in Unreal Engine?

Is there a convenient way to have a 2D pixel art image with clip transparency (not partial transparency) rendered with thickness in Unreal Engine? Paper2D does exactly what I want, except it's a flat ...
0
votes
1answer
193 views

Using 3D models in an 2D Game in libGDX

In my libGDX 2D RPG-Game (like Zelda or something) I want to display some items as 3D-Objects. Since I'm using an OrthographicCamera like this: ...
28
votes
1answer
15k views

Orienting a model to face a target

I have two objects (target and player), both have Position (Vector3) and Rotation (Quaternion). I want the target to rotate and be facing right at the player. The target, when it shoots something ...
0
votes
1answer
313 views

Why is my ground so dark?

I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: The ground had the following texture: This is the code: ...
1
vote
0answers
205 views

How do I make a shaped fluidSurfaceActor in UDK?

I'm trying to make a fountain for my level in UDK. I've made the base of a fountain by using a Cylinder build and now I'm trying to put water in it. I want to use ...
1
vote
1answer
349 views

Project 360 video on the inside of a iso sphere / polygon sphere

I'm creating a game in Unity. I have a iso sphere or polygon sphere, and I want to project a 360 video on the inside of the polygon sphere. I've learned thow to put a 360 video on the inside of a ...
1
vote
1answer
232 views

In ROBLOX, how can I check what is in front of me?

In ROBLOX Studio I need to check what part is in front of the model Freddy. I need to set the variable called thingInFront to ...
3
votes
1answer
2k views

Ray-plane intersection to find the Z of the intersecting point

I have a rectangle in 3d space (p1, p2, p3, p4) and when the mouse rolls over it I need to calculate the exact Z of the point on the rect, given the mouse ...
4
votes
2answers
5k views

Triangle-Plane intersection in 3D space

I would like to clip a triangle if its bounds lie partially out of a cube. I guess I would need some kind of Triangle Plane intersection code - I'm not well versed with math but I do have the points ...
3
votes
1answer
2k views

Drawing a textured triangle with CPU instead of GPU

I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, ...
4
votes
1answer
2k views

How do you split indices and vertices if their quantity goes over the limit?

I want to draw a flat surface of 500x500 squares which are built out of four vertices by two triangles. There are 1,000,000 vertices and 1,500,000 indices. The Reach profile of xna, limits ...
0
votes
1answer
804 views

How can I rasterize 3D triangles in software?

I am creating a 3D software renderer, and I have a wire frame cube rendering. Now I am working on solid color rendering and I am wondering what an efficient algorithm for shading the contents of the ...
2
votes
1answer
1k views

What are the basics of 3D triangle/quad sorting?

I am really curious how any 3D engine or even the GPU sorts triangles and quads. Are they basically taking a "center" point of a particular triangle/quad/poly and then calculate a distance from a ...
3
votes
4answers
393 views

Ray Triangle Intersection issue

I'm trying to perform ray triangle intersection on a mesh made of triangles. The below code seems to work fine but only about 50% of the time. The ray often gets into positions where no intersection ...
2
votes
1answer
1k views

Software rendering 3d triangles in the proper order

I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However,...
17
votes
6answers
3k views

Is Unlimited Detail real?

Many aspects of Unlimited Details Unlimited Detail Technology seems dubious to me, even the introductory paragraph (because of the usage of the word unlimited): Unlimited Detail is a new technology ...
0
votes
1answer
156 views

XNA 4.0 thick triangle strip to fix aliasing issues upon rotation

My triangle strip based lines are disappearing intermittently when I rotate my camera around the X axis. I was advised that this is due to aliasing issues and that "At a certain angle when its edge ...
1
vote
4answers
378 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 ...
0
votes
1answer
71 views

Monogame Dragging 3D object edges

I am having trouble rendering 3D models with monogame. The problem only occurs when I export the object from blender with two materials on it. Example: Monogame sees those two different materials ...
6
votes
2answers
3k views

Triangle-triangle continuous collision detection

I am making a 3D game engine and I use continuous collision detection. I am using Sphere-Trees to cull primitive collision checks to a minimum. However, I'd like to perform continuous triangle-to-...
2
votes
1answer
514 views

Does triangle-plane clipping in 3D always produce a triangle?

When you clip a triangle against a plane, will you always get a triangle out? Are there perhaps cases where you don't get a triangle out of clipping it against a plane?
2
votes
0answers
143 views

How do you find the collision between 3D boxes and 3D QUAD face meshes?

I have an axis aligned bounding boxes for 3D object collision, but I have a complex 3d mesh that's divided into 3d faces so I want to check for bounding boxes and collision with the faces of that ...
-2
votes
1answer
69 views

2D and 3D Tablet Games Definition

I would like some clarifications how to distinguish between a 2D and 3D mobile game, as mobile devices do not really have 3D screens. i) Do 3D iOS or android games really exist or are they 2D tablet/...
1
vote
1answer
692 views

3D/perspective Top down shooter bullet issues

I'm developing a top-down shooter with multiple levels (ground for ground units, middle level for buildings, top level for air unity). The problem is the collision. Though I can make the collider ...
3
votes
2answers
1k views

Scan-Line Z-Buffering Dilemma

I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by ...
0
votes
2answers
173 views

How Can I Fix Spawning The Tiles?

I am making a 3D infinite runner game in Unity in C#. When the player has reached the end of the tile it should spawn another tile and then delete the previous tile. When the player reached the end of ...
0
votes
1answer
208 views

Using PyOpenGL, can I rotate raw data rather than the current matrix?

I'm trying to create a sort of PyOpenGL renderer for the Bullet physics engine, and at the moment I'm rotating my basic cubes with math in Python. However, if I do the math in Python that's going to ...
1
vote
1answer
482 views

Greiner-Hormann clipping problem

I have a set of planar polygons in 3D space defined by their vertices in counterclockwise order. Let's define the 'positive face' as being the face of the 3D polygon such as when observed, the ...
1
vote
1answer
116 views

Transforming a 2D Grid in 3D Space

Hi everyone, I'm trying to implement a 2D Grid in a simple 3D Editor. Here are some debug-rays I already implemented: Everything is working as intended as long as the object is not rotated. For ...
0
votes
1answer
336 views

Scanline filling of polygons that share edges and vertices

In the image below (a perspective projection of an icosahedron), the scanline (red) intersects that vertex at the top. In an icosahedron each edge belongs to two triangles. From edge a, only one ...
5
votes
2answers
579 views

Drawing circles at the background of a 3D scene and updating their size

So, here is what I am trying to do in Unity 5 (using C#). I want to draw a a 2D circle at the background of a 3D scene and apply a texture/image to fill it. Just like it would be if the circle was in ...
2
votes
1answer
173 views

Opengl - Cascading Shadow Maps Implementation

after reading about CSM, I have a few questions about the implementation that I can't find the answer to. According to the wiki, an FBO can only take 1 depth attachment, so in order to render ...
0
votes
1answer
227 views

libGDX 3D texture is stretched

I'm working on a 3D maze game using libGDX. I'm using MeshBuilder to render the walls. All walls are a single part made using a ModelBuilder in the create(): ...
1
vote
1answer
157 views

I don't understand code that builds 3D sphere

I'm trying to learn some lwjgl and opengl, and I was trying to make a 3d sphere etc, I found a code to do that, but I don't 100% understand the code and the math behind it and would like to get some ...
1
vote
0answers
120 views

How to implement weighted blended order independent transparency in OpenGL?

I want to implement weighted blended OIT in my C++ OpenGL 3D game, but I didn't find any C++ examples about weighted blended order independent transparency. Paper How to clear accumTexture(...
2
votes
1answer
5k views

How to make texture size correctly in THREE.js?

I'm new to THREE.js and I have a frustrating problem. I can't get my grass texture to size "normally" on the terrain. I get it, the terrain is steep, but that doesn't mean the grass should be ...
22
votes
1answer
2k views

Why do transformation matrices always have an extra dimension? [duplicate]

In 3D math I always see matrices with one additional dimension. For example, in 3D graphics, matrices are always 4x4 and in 2d they are 3x3 matrices. Can anyone explain why?
1
vote
2answers
108 views

What issue in the shot in unity 3D?

when the start game in the client [localserver], the bullet can't forward in the space just fixed in the Gun, here image about what I say:https://imgur.com/prWNxBx "image" network manager https://...