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Questions tagged [dynamic-mesh]

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I want to add LED strips to objects at runtime. The led strip is a very simple rectangular mesh that is generated at runtime. A shader then just draws LEDs down the length of the strip. Here is an ...
Charl Cillie's user avatar
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I'm attempting to create a mesh using compute buffers in Unity(2022.2.11). So far I've got the mesh rendering however parts of it periodically flicker frame to frame. I'm assuming I've done something ...
Hex Crown's user avatar
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I am working on a mobile game, in which I am tiling a cylindrical mesh along a dynamic spline. The points of the spline are changing each frame, so the vertex positions and normals of the tiled mesh ...
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So I was able to generate a circle mesh in Unity to basically see the other characters when they are inside of it, and hide the characters when they are outside of it, and partially hide and show the ...
Blogy Junky's user avatar
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1 answer
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So I am making a 3D batchrenderer for my engine, and the basic concept is that we make large enough VBO and IBO to accompany all the vertex data(positions, normals, uv etc.) and update the VBO using <...
Pikachuxxx's user avatar
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This is a follow-up to this question. The geometry shader is performing fantastically, but now I've lost the ability to display more than one tile type at once (the last one in the visible array is ...
Casey's user avatar
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For practice, I'm writing a Rogue-like. In order to speed up tile rendering I have a dynamic Mesh/MeshBuilder that collects all the vertices of the visible tiles' quads (4 vertices per tile: position, ...
Casey's user avatar
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I'm looking to create very large planetary terrain meshes. The most efficient and researched methodology I've seen so far was the ROAM 2.0 Method. However, this was written and published in 2005. Does ...
Jee's user avatar
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16 votes
1 answer
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I am creating a nail salon 3D game where I need to implement nail filing mechanics. I have tried out approaches including mesh deformation but I'm concerned about performance as I am targeting mobile ...
Syed Munim Raza's user avatar
1 vote
1 answer
1k views

I'm trying to ascertain the appropriate order of vertices for the face of a mesh that is programmatically created. Currently the face is always a quadrangle, but eventually a face can consist of any ...
Jesse Williams's user avatar
1 vote
1 answer
2k views

I am working on a Unity project where I have 3 models: a stacked, rounded wall (think logs), a flat wall (think bricks), and a door. The door has an animation to open / close itself, and when it's ...
Raven Dreamer's user avatar
1 vote
1 answer
1k views

The documentation says that mesh.normals are assigned to vertices, not triangles. I've got a somewhat detailed mesh where faces are joining at right angles. If I ...
Chuck's user avatar
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1 answer
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I Cannot use Water waves as P and S Waves are different than water waves. I tried to use it but not satisfied with the result. I am trying to simulate how Earthquake takes place in real time which you ...
Kartik Shah's user avatar
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I want to create a plugin which shatters/fractures meshes, so I can make every object destructible if I want to. Like in Unreal's built-in feature. My quick approach to this problem is randomly ...
Tudvari's user avatar
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1 vote
3 answers
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In Unity I currently have a script that allows me to "grab" a vertex, move it, and then update the mesh accordingly. How would I grab a line (which is basically grabbing two vertices I think) and move ...
ElectricBoogaloo Pt. 2's user avatar
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1 answer
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I'm working on some procedural content for Unity3D - in C# My main aim is to build a flat plane (or maybe later a terrain / mesh), with a single river running through it, based on a seed value. I ...
TheDavil's user avatar
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3 votes
1 answer
715 views

I'm having difficulties trying to create a procedural mesh that deforms on impact. The deformation is meant to look and feel like metal when it is being forged. Since this is less of an aesthetic ...
eclmist's user avatar
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6 votes
2 answers
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Does Unity allow streaming mesh data that can be continuously changed? I have a level that is dynamically changing based on some parameters. The number of triangles stays the same, they just change ...
CoffeDeveloper's user avatar
2 votes
1 answer
143 views

The Google toy of the day, https://musiclab.chromeexperiments.com/Spectrogram, features a continuously scrolling 3D render of a shape with cross sections that seem to equal the spectrograph of sound ...
Seth Battin's user avatar
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3 votes
4 answers
3k views

I am generating my own terrain mesh in Unity, using pseudo-random noise to determine the height. I construct the mesh using quads, each quad is composed of two triangles. All seems to be going well, ...
GenericJoe's user avatar
8 votes
2 answers
6k views

I am trying to achieve the hexagon contour look you find in Civilization V: I want to outline the area a unit can move to on a hexagon grid, so far I can get a list of all the tiles a unit can move to ...
Perky's user avatar
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2 votes
2 answers
2k views

I'm designing a voxel-based game (aren't we all?), and just yesterday implemented infinite terrain generation. I'd already had the terrain generation working off of simplex noise, so this wasn't a ...
Yushatak's user avatar
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9 votes
2 answers
2k views

In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can ...
user5025's user avatar
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4 votes
0 answers
521 views

I'm creating a dynamic smooth-voxel based world in the shape of a sphere. Right now my current approach is to spherize a cube, generate voxel terrain on each of the six patches, and then use octrees ...
mdeforge's user avatar
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4 votes
1 answer
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I have a voxel engine that generates a mesh per chunk and now I want my meshes to be 1 mesh, but if I create them as a single mesh I kind of lose the benefit of chunking the data in the first place. ...
War's user avatar
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2 votes
1 answer
2k views

I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
Variable's user avatar
1 vote
1 answer
835 views

I am trying to generate a grid in OpenGL ES, using known methods for triangle strips and stitching as shown in: this post and this post The code below, generates the vertices for a 4x4 grid with a ...
Surojit's user avatar
  • 113
7 votes
1 answer
4k views

So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision ...
Megadanxzero's user avatar
5 votes
1 answer
3k views

I would like to be able to create something like the following http://www.youtube.com/watch?v=LxZhWrSmrOY&feature=player_embedded how would I create something like it? I understand I will have to ...
Darestium's user avatar
  • 1,154
1 vote
1 answer
243 views

I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of ...
theprojectabot's user avatar
2 votes
2 answers
809 views

For my game I need to generate a mesh dynamically. Now I'm wondering does it have a noticeable affect in FPS if I allocate more vertices than what I'm actually using or not? and does it matter if I'm ...
Ali1S232's user avatar
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