Advertisement

Latest mesh Activity

Advertisement
klg71
February 02, 2024 07:00 AM
Generating a SoulerCoaster in Unity

If you search for SoulerCoaster, you will find a multitude of names for it. It is also named Curvemesh, Splinemesh, or Swoosh.

They describe a technique to visualize magic or energetic effects.

The SoulerCoaster is a path mesh with an overlapping UV map.

It is defined as two quads that are oriented or…

1,882 views

snoken said:
I'm curious, what does the GetEdgePoly function return for you? Not seen a function name like this before

It returns the polygon index of the given half edge, or -1 if there is no ploy and we are on the boundary.

If we are at the boundary, u and v can be still computed. But there is no su…

6,247 views

@undefined Thanks for the reply! The goal is to do texture parameterisation, the boundary edges are needed as you need to get their lengths.

4,766 views
Looking for testers for a new terrain mesh generation tool!

Currently searching for beta testers for #TileMesh!

What is it?
A tool for Windows, OSX and Linux to help indie devs and modelers create large-size, scale terrain objects for their games using simple CSV (ie from Tiled) or indexed PNG files - UV mapped to a tilemap image of your choosing.

Full version…

2,082 views

Programmer71 said:
This looks like a job interview

Yes, it does. Thread locked.

2,963 views

Yes, the pre-allocated mesh structure must live past a single frame.

Just like textures and shaders – you don't want to re-upload textures, or re-compile shaders, every frame.

5,409 views

In general, if a vertex is used it has at least one index, and if it is reused it has more than one index.

Vertices have only one index in specific, not too usual geometry, like triangles that don't share any vertex or edge with one another, or triangle strips and fans where about ⅔ of the required …

8,352 views

I'm working on my model loader which uses assimp to convert to a common proprietary file format. I know that Assimp separates multi-material meshes into different meshes per material. To work around this, before I used to simply combine consider all the meshes as submeshes in the model file upon im…

3,831 views

Typically there will be a conceptual “mesh”, that is actually comprised of multiple “SubMeshes”. When you export a cube with a different material on each face, Unity will import that as a Mesh with one SubMesh for each face, and each SubMesh will only have a single material. 

10,552 views

What you're missing is that a cube is an excessivly simplistic example that is not representative of real-world use cases.

If we step up to the next level of complexity - something like a Quake model - and examine the Shambler model, we'll see that the base model file is 284 triangles, which if not …

5,817 views

It's a little strange that he uses HLSL to calculate projected size and not C++.

You can't pick and choose different lod in hlsl, you can only deal with individuals vertx or pixels.

But I suppose he used hlsl code for demonstration.

Anyway.

4,871 views

I'm looking for geometry libraries like CGAL (cant' afford, I've eventually like to distribute) or OpenMesh (only half-edge) that have data structures that work with non-manifold meshes?

Anyone have thoughts about what they've tried? I was hoping to not have to implement my own and find one w/ a few…

4,147 views

Pivot point transformation is the object space transformation of 0,0,0 point of object space, meaning identity transformation of pivot point will result in 0,0,0 point of  object space, which is the world space position if in world space. You can center this pivot point to AABS, AABB or move i…

4,015 views

Seems interesting. Thanks. I usually use home assignment help service for this https://assignmentyoda.com/home/disclosure/

4,514 views

Hello.

I am working in a custom terrain renderer for RTS games as I'm a big fan of them and would like to roll my own little project one day.

Right now I'm tackling the issue of terrain LOD and terrain simplification and, to do so, I have been doing some research on how some of my favourite games mig…

4,860 views

JoeJ did a good job of suggesting different data structures for navigation. This is important!

General Purpose: Finned Edges

Personally, for reasoning about triangle geometry, I find the the “finned edges” data structure is pretty useful. Basically, throw away all information about rendering (texture…

9,233 views

@lawnjelly Thanks. What's your reason for preferring handmade? I guess handmade using box/sphere/capsule primitives results in faster collision point generation, when compared to using automatically obtained convex collision meshes (more vertices). Any other reasons?

>or maybe approximating wit…
6,587 views
Advertisement
Advertisement