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 ...
As always, it depends.
Game art is a very deep field, so in my opinion you should find a well rounded artist partner to help you, instead of hiring people to do do specific jobs.
Regarding 2D vs 3D, in fact, as Quacks says, creating a 3D model is much more complex than creating a 2D drawing, and therefore more expensive.
However, animating in 2D is ...
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 ...
You can first decimate the mesh. Then use the decimated mesh to create a triangle mesh shape to create a collision mesh for that model.
You will probably run into issues with automatically generating meshes in this way. Since your physics object will not exactly match your world object. The decimating can have unexpected results for changing the shapes of ...
If you want to rotate an object around.Center must be at the point(0,0,0)
To achieve that simply Translate the object to point(0,0,0) Rotate and Translate back
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!)
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 ...
The pros of using animated sprites are:
Ease of use: simply switch each frame to animate a sprite. There are already many tools developed for generating sprite sheets and animating them, many of them available from the Unity Asset Store. Doing so opens up a huge amount of productivity for a simple game.
Easy collision detection: Since each sprite is defined ...
As long as they're saved in a format which can be read by the game engine, industrial models can be used in games like any other model. Of course, Rendering all the extra faces you won't normally see (e.g. parts on the inside) will have an impact on performance.
Also, while it certainly would be cool to have e.g. the results of a car crash calculated with ...
It's possible, but not practical. There's no reason to model the inner workings of a car in game. If you want to make the industrial specs available to the user, you can provide them in other ways.
For example, if you wanted the user to be able to print out the specs, you would provide blueprints in the appropriate format along with the game.
There's also ...
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
Thanks to dadoo Games my problem is solved. He was correct I needed to change my sampler state to wrap.
I added this to my draw function to get it working:
GraphicsDevice.SamplerStates = SamplerState.LinearWrap;
You're looking at points on a continuum as if they're alternatives - Consider resolving a NURB to screen resolution, i.e. each pixel ties to an evaluation of the NURB for that point - the end result is that you're moving from a set of continuous functions to a discrete representation produced by evaluating those functions at specific points.
In the most ...
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 ...
Alright, brand new here, so I couldn't comment to try and draw out information to help you out better...
I'm assuming your mesh looks like a bunch of triangles roughly at the right places but with some unsightly gaps? The shader hasn't been given the hint that it needs to draw the tri's continuously, so that is likely what is happening.
XNA has a class ...