Questions tagged [geometry]
A branch of mathematics concerned with questions of shape, size, relative position of figures, and the properties of space.
537 questions
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Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?
I was working on this idea of drawing a cone rotating on the y axis with a parametric equation, using a compute shader with a function like:
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Is an assumption of Welzl’s algorithm valid?
The stated assertion that a point outside some intermediate Minimum Enclosing Sphere is on the boundary of the final Minimum Enclosing Sphere seems unsupportable. It is true only for the first point ...
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Two Point Alignment Transformations
I'm trying to determine the transformation steps (position, scale, rotation) needed to be applied to an object so that two points, locally positioned in that object, line up with two world space ...
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Is there a way to prevent probuilderize deleting faces?
I have used Probuilder to "probuilderize" the interior of a building however when I do this faces get deleted all over the model. I know it is definitely Probuilder causing this as when I ...
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Given two points (A and B), how can I obtain a point a set distance along the line between them?
Let's say I have position A, that is (0,0) and Position B that is (10,5).
Now let's say I know that position C is 5 units' distance from position A in direction to Position B.
Provided that the ...
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How would I implement the edge loop function from Blender (and how does it work)?
I'm a fairly new game developer, and I've been working on a custom mesh editing system. I've been able to implement edge bevelling (almost, stuck on a division by zero problem), Catmull-Clark ...
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137
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How to calculate the border hexagons in a grid with blocking elements?
I have a hexagon grid with cubic coordinates. I want to calculate clockwise all border hexagons for a given movement range. At the moment, I am iterating every neighbor that is not in the range and is ...
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146
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Icosahedron missing triangles
I'm trying to create an icosahedron (I've been trying to figure this out for about a week).
Basically, I followed this article to create an Icosahedron mesh in code, and the positions of the vertices ...
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Converting a Transform from Unity's Coordinate System to Unreal Engine's
I am trying to convert a transform from the Unity Coordinate System to the Unreal Engine Coordinate System (and others).
Ideally, I want to take a position, rotation (in Euler angles), and a scale as ...
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121
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How determine whether a quad of a grid mesh is too steep to move onto, without using a NavMesh?
Godot 4.1
Assume we've got a simple, 100x100 cells grid-based generated mesh that will serve as the game's level:
This mesh is exported as either .obj or .glb and imported in Godot.
The player (...
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Determining reachable vertices in 2D from the point of view of an agent with non-negligible size
I want some help/guidance. Suppose I have a character in a 2D world that has no size. That is, the character is a point mass. In this case I can arrive at a vertex of a polygon. Let's assume that all ...
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How can I determine which parts of the skeletal mesh should be sliced?
I am currently trying to replicate skeletal mesh slicing, akin to something Metal Gear Rising: Revengeance did. So far I've managed to successfuly get some puzzle pieces of this whole thing together, ...
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394
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How to calculate the surface area of a irregular 2D polygon in Godot?
I have a irregular 2D polygon, it is a PackedVector2Array, how do I get its area?
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199
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How to rotate a 3d grid?
I have a spatial hashing grid that's mapped out like
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IIn video games, are slight damage details, like say on a tank, made by modifying the geometry or by using textures?
Here are images of real tanks and I drew arrows into the places with slight damage:
In video games, are those made by modifying the geometry or with textures?
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How do I move a point in a specific direction in 3D Space?
I know how to move a point in a direction in 2D space it's like this:
pointX += sin(angle) * movementSpeed;
pointY += cos(angle) * movementSpeed;
How do I do the ...
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Representing a concave polygon as a hull "minus" convex cavities
I am implementing 2D collision detection, and trying to tackle the problem of concave polygon vs. shape.
The SAT works only for convex shapes.
I was wondering if the following approach is a viable ...
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Rebasing barycentric coordinates to an adjacent triangle
Say that in a 2D space I have the barycentric coordinates \$B=(B_x, B_y, B_z)\$ of point \$P\$ relative to triangle \$T\$. I now need to calculate the barycentric coordinates \$B'\$ of \$P\$ relative ...
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How can I calculate vertex positions for a rectangle outline using a unit square, vertex normals, model matrix and outline thickness?
I'm trying to draw a hollow rectangle (i.e. the border of a rectangle without the middle) using a unit square plus normals. The actual positions are being calculated in my vertex shader.
For example, ...
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410
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Approach to rendering a planet texture
I'm making a space game using Godot 4, and I need to capture the "hugeness" of planets. I figured I'd use spheres with textures on them for planets. The textures have identifiable ...
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81
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Checking if I am looking through a window using angles
I am developing a mod for a game with a Lua api.
I am trying to detect if I am looking through from behind a window when I shoot an enemy. For context, when I shoot through this window I apply a ...
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Calculate path segments size
I have a problem more closely described on a picture below.
The idea is that I have my agent in point A and I want to get to the point B. The problem is, that agents rotation towards point B is alpha ...
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What is a "normal" in game development
I'm new in Game development and probably this is a silly question.
I had a look online but haven't found a clear answer, I did it bit quick but enough to evaluate that this is a confusing topic ...
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How can I correctly pass 2 vertices instead of all 4 for a quad to a vertex shader?
If I am rendering quads, but all the quads will be axis-aligned (that is, their plane is always parallel to either the X Y or Z plane), I thought I could cut vertex video memory usage in half by ...
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How do game engines avoid recalculating normals upon mesh rotation?
Assume that a face of a mesh is defined by vertices A, B, C and that the normal of the face ...
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Aligning vector by rotation around non-orthogonal axis
This is almost more a geometry/mathematics question than a game dev one, but I think I'll have a better chance actually understanding the answer if I ask here. Rather than try to explain it- because ...
3
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432
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How to test for intersection of a cone with infinite camera frustum (no near/far plane)?
I have a given infinite camera frustum defined by four planes, each defined by a normal (left, right, bottom, top). From those planes we can also easily get the camera position and the view direction. ...
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168
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Vertex Shader Sphere Projection and CPU Distance Calculation
I have multiple planes whose vertices are transformed to a position on a sphere in the vertex shader. The GLSL function called pointToSphere transforms a point <...
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147
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How to calculate angular momentum of two colliding bodies about their shared center of mass in 2D?
I'm following this guide to implementing collisions in 2D physics.
It shows this diagram, but I don't understand how to calculate the values of Da and ...
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325
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Generating tris for concave polygon 2D
I have an arbitrary array of points that describe vertices of the polygon 2D, they ar in order. To generate plane mesh for that, I need to generate tris. For something like circle/hexagon/square it is ...
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Move a non-convex polygon's outline inwards?
The polygons are small 3D parts of a quasi sphere centered in the origin and a solution that works in the plane can easily be made to work in this world.
I tried to move the outline inwards by using ...
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Finding the closest point on a circle to end of a ray in 3D
I have a circle in 3D space, so we have center C with radius r, and the normal of plane the circle lies on, N. There is also a normalized vector V that I am modifying to go far past the circle's ...
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How to check if player actually went through a trigger area and didn't just touch it?
I'm trying to make a racing game that measures your distance from the center-line of the road.
To do this I need to check on which part of the road the player is, so the calculation is correct. (If it ...
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129
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Discontinuous Normals on a Normalized Cube Mesh with Displacement Texture
In my project, I have created a normalized cube using six plane meshes. To improve its visual quality, I added a displacement texture and calculated the normals for that texture to ensure proper ...
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100
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Rotating around 3D cube Camera Controller for Unity
I am Unity game developer with more than 2 years experience. I am working in a personal project, a mobile game for Android in Unity.
I am trying to make a camera controller for a 3D Cube Game in Unity....
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How to correctly position a set of cuboids based on a direction property in MonoGame
I am trying to create a map for my game using a list of cuboid sections that are defined like this:
...
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Two moving and rotating bodies, how to approximate hitbox of a trajectory of a point on one body in the coordinate system of other
The game is in 2D.
Let's say I have two bodies: A and B, each with position, angle, velocity vector, and angular velocity (I'm not sure yet if I should be using angles, or rotation matrices).
Given a ...
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646
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How to get area of 2D shape bounded by vertical and horizontal line segments?
I am making a game similar to Volfied using Unity:
The player outlines an area using straight lines, either horizontal or vertical.
I am stuck at the algorithm to decompose the area into rectangles ...
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349
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How do I detect collisions with a circle sector against basic geometry?
For the 2D game that I'm building, I want some entities to be able to use areas of attack, such as a wedge/circle sector area of attack.
In this case, the circle sector is a pie-slice shaped section ...
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What is the point of Geometry2D.make_atlas()?
I'm completely bewildered by the Geometry2D.make_atlas() method. I believe it has to do with texture atlases based on its name and comment on its source code but am ...
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550
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Two methods of finding angle between vectors give different answers!
Ok, am I misunderstanding how Unity quaternions work, or is there a bad (about 2 degrees difference!) floating point error?
The TLDR is I use a quaternion r to rotate vector v and put the result in w. ...
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430
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How to create an octahedron for sphere subdivision?
I have vertices that generate the first out of two pyramids. However, I want to have the second pyramid facing downwards as to make an octahedron. What are the correct vertices to use, because I've ...
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Help understanding the math to position sphere vertices by latitude and longitude
For a project of mine, I need to render spheres without loading a pre-made model or using built-in functions.
I found this bit of code on the internet that seems to work but I really want to ...
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130
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Align two meshes given 2 faces
I have two meshes (A and B) and I know that a triangle in A has the same size and same angles as a triangle in B.
For simplicity, suppose A is an octahedron and B is a tetrahedron. And suppose the ...
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GameObject mesh.vertices array is empty
I've an Icosphere GameObject:
I want to iterate over each of the faces and change the material based on their distance from the center, however I don't seem to be able to retrieve the list of ...
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Wheel position on surface
I have a bicycle with suspension and need to find the contact point of the wheel on the "road". If the front fork was pointing straight down, it would be as easy as doing a raycast down the ...
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Given a quad in 3D space with two diagonally opposite points and normal, how would I find the other two points?
Image attached below for clarification:
So here we have a plane with a random rotation in 3D space, and we have the values for P1, P2, and the plane normal. How do I find the points X1 and X2?
This ...
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Add and Removing Elements on the Circumference of a Circle
I am trying to spawn entities on the circumference of a circle.
These entities may be removed at any time, including all of them being removed.
Periodically I would like to add an element on the ...
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123
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Finding point along vector to maintain distance to an arbitrary point
I'm currently working on a particular project where orthographic and perspective projections are both used interchangeably. To keep the transition between both projection modes somewhat seamless, I ...
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203
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How to spread circles evenly around a point?
In my game there's a part where a bunch of circles need to evenly spread around a point. Like in this demo below:
...