Game characters are usually animated using a technique called skeletal animation:
(Image source: Valve Software)
Each 3d model has an invisible bone structure (the red and teal lines in the image above). Each polygon of the model is connected to a bone. When you define a motion sequence, you define it as a sequence of rotations of the bones around their ...
In doing a similar project, I found the SketchUp modeling program to be excellent for copying existing architecture. That's what Google originally meant it for after all.
Here's an account of how I did this:
SketchUp's Photo Match feature (tutorial video) is an absolute killer.
It lets you to do this:
Load in a photograph of the real building ...
...refers to an activity or entity that does not in some sense involve commerce.
Selling the game involves commerce. Yes, companies are allowed to do that, the details of that aren't on topic here. You may want to look into a paid version of the software, which likely doesn't have the same restrictions. Alternatively, use a different tool ...
You can play a lot of tricks with space using portals (the rendering kind) - see Prey, Portal, or Antichamber, for examples. In case you're not familiar with this concept, it's much more than simply teleporting the player around - the renderer actually lets you see through the portal, so it can be completely invisible if that's what you want. Antichamber ...
You make a single soldier model. You make a number of weapons.
Then you would use something oft called a "hard point" (or "attach point" or many other things). You set such a point on the model's hand. You set another such point on the gun's grip. Now you can programmatically look up these points in the model data and mount the gun's grip in the soldier'...
When you're reading the model into your game, you'll be iterating through each vertex of the model. Simply keep track of the max/min for each X, Y and Z axes. Using these values you can find the center of your model as well as the extents. The width is the distance between X min and X max, the depth and height are similarly calculated depending on which axis ...
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
Loose fitting, fast
Generate a bounding AABB, which you likely already have (and is super cheap to compute for a sphere). Project the AABB's corners to the screen. Take the maximum and minimum X and Y values of the projected coordinates to form bounds of screen-space rectangle.
This will be at least as large as the object. Depending on camera ...
A quick Google search reveals this question over on the Unity forums, the steps provided there are as follows:
Sketchup Standard version or Pro Version - v8 or higher:
1 Create/open the model with Google Sketchup
2 Align the faces of the model (In the Monochrome mode--> the bright side should be up/front)
3 Export in .dae format (Default settings!)
Usually this is done through LODs (Level of Detail). This is just a name for having several models of the same object with different detalization. In the options you may specify the highest LOD to use.
LOD models are usually made manually by artists because programmatic simplification often results in poor quality for anything more complex than a generic ...
This is a very tricky question that heavily depends on jurisdiction and the specific circumstances.
As a general rule, the content you create belongs to you, and you can do whatever you want with it, no matter what tools you used to create it. Also, as a general rule, claims made by others are just empty words unless it's a law or a contract that you agree ...
You shouldn't really worry about cutting of the other half of the sphere since Unity doesn't render faces that are looking away anyway. That doesn't solve your problem however. Try to save your sphere as a .blend file. Or if you did that, export it as an .fbx.
If you really want to save resources you should bake(bake texture) your full sphere unto a ...
Data / Model vs. View / Rendering
First let's clear up one thing: data model vs. view, in the sense described by MVC.
One moment you're talking about one:
How can I implement such a modifiable terrain?
And the next youre talking about the other:
...keep a copy of the vertex and index buffer in memory, modify it...
...You've also tagged your ...
Unity supports the following MeshTopology types:
It does not, at the time of writing this answer, support topologies with 5 or more points per polygon.
To render a wireframe mesh containing pentagons or more complicated polygons, you can either...
Render it as a collection of lines using MeshTopology.Lines / ...
First: I am not a lawyer, please contact a lawyer for actionable legal advice.
Use of the 3D models depends on the license the model maker provided. You should be able to read the license and see if it allows you to use them in a commercial project.
Commercial project means you intend to charge users for it.
Anytime you get content from the internet, make ...
You need to set the mesh to smooth, then "cut" the edges that have to be sharp by duplicating them.
You need to select the edges you want to make sharper, then hit Ctrl + E and choose the "edge split" option:
The normals automatically orient themselves:
Typically this is done via DLL injection.
You insert a piece of custom software that poses as the graphics driver while you're running the game. Each frame, when the game tries to ask the graphics driver:
please set the texture sampler to use the tree texture and then draw this batch of triangles
...your software receives that message, records it, then ...
First of all I think it's best to build a converter from your source format to your custom format. I suggest you use Assimp library because it supports multiple types of files, this way you can build a converter that uses Assimp to read multiple file formats and convert it to your file format without the need to write multiple converters for each file format,...
Well, your idea sounds great, but unfortuanately am afraid it's only great in theory , the reasons am saying this are:
First of all you need actual real life models of each asset in order
to produce their 3D counterparts
I highly doubt that this is actually cheaper and easier than
modelling and drawing or even buying (or getting for free ) your
assets, you ...
The reason for this is that there's no difference in general.
A most basic model or mesh consists of vertices only. Vertices by itself can use different formats and as such may contain different data, for example they could optionally include color data, texture coordinates, and normal vectors. They might as well include data for animations, e.g. weights ...
Unity has the scale component in every transform. You can then scale the x,y,z of the model. So in theory if you have a model with separated body structure so that arms, legs and head are all individual GameObjects you can scale them individually.
XNB is a binary container for all your content in programs that use the XNA content pipeline, this includes models, but also textures, fonts, audio, and sprites.
While it is possible to extract information from an XNB file (see for example this plugin for paint.net that extracts the textures in an XNB file: ) I do not know of any programs that extract ...
Yes you can do it by changing the sampler state, for example:
game.device.SamplerStates = SamplerState.PointWrap;
This one means it will "wrap" your texture around the model and sample from the nearest texel. You should try out the other sampler states too. Mirror will mirror your texture if the texture coordinates are outside the (0,1) bounds. Clamp ...
A model often refers to it's geometric data such as vertices (aka mesh data) and it's rendering properties commonly refered to as materials to give you the actual rendered object.
A single model can reference multiple materials where a material describes the blending algorithm, texture data, and shader references that combined together yield what finally ...
There are a couple ways.
This way shows how you can do it at runtime by grabbing out all the vertices to build the BoundingBox around the model.
The first answer on this page is super old but the basic idea applies to use a custom processor for your model in the content pipeline so you can compute the BoundingBox and store it in the Tag property of the ...
It looks like the Wings3D object doesn't have texture coordinates. There is a texture applied, it's just not applied correctly. Without texture coordinates, it'll just stretch a single pixel of the texture over the entire object.
I believe the solution is simple - mark vertices of the path as impassible and run regular Dijkstra for this input. If it fails to find a path you are sure they are on different sides.
Edit: If your path does not split the graph into two components you can still use method described above with only difference - after finding the shortest route check whether ...