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Questions tagged [triangulation]

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I'm making a building game and the terrain and modelling system are based on cubes made out of 8 corners each. Players can manipulate the corners to make other shapes. When you take a quad (ABCD), ...
Paulo Vinícius Bettio's user avatar
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I'm trying to generate an arbitrary quad mesh with each side having a different, arbitrary number of vertices, ideally with a fairly evenly-size distribution of triangles making up the final mesh, ...
IanLarson's user avatar
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I'm trying to figure out a way to simplify any 2D mesh during runtime in Unity with broken up topology so that it will have more uniform topology and retain as much of its original shape as possible. ...
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(Context: I use a Delaunay triangulation for pathfinding, and have circular points of interest, of varying sizes, being randomly placed around the map. Units need to be able to determine the closest ...
Nairou's user avatar
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https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling I cannot figure out how we go from uAB-vector + vAC-vector + PA-vector = 0 to the linear system with ...
Bluebomber357's user avatar
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https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling I am on lesson 2 of the "Opengl in 500 lines" tutorial. I ...
Bluebomber357's user avatar
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I'm in the very early stages of writing a 2d tile-based game using Allegro. I've hacked the Allegro source to allow me to specify tint values at each corner of a bitmap, however the resulting image ...
stusmith's user avatar
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am working on an algorithm for procedural generation of 3D meshes for caves in a side-scroller game. The algorithm nicely computes contours and also points inside the caves that are supposed to be ...
DragonGamer's user avatar
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Based on two given triangles, I would like to calculate a quad that can be used as a 'fat' line for the edge between the triangles. I have googled around and while it is very easy to draw lines in ...
Paul Spain's user avatar
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I am trying to triangulate a set of points using a very simple approach where a base vertex is chosen, and then every other vertex is joined to its neighbouring vertex and then back to the base vertex,...
jjmcc's user avatar
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I'm trying to implement the Bowyer-Watson point insertion version of the Delaunay triangulation algorithm, but in 3D. I previously implemented the 2D version without problems, but when transitioning ...
Yattabyte's user avatar
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I have a set of points which follow the coast lines of a world map. I would like to triangulate it so that I can render the continents filled in. The points seem to be in order so that if you render ...
MVTC's user avatar
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I am making simple game - kind of race game, where you see from the "sky" your sprites with circle Box2D bodies attached and they have to move along some path/track. My idea was to detect if they will ...
Łukasz Motyczka's user avatar
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Just for fun, I am working on a little side-project: As a first step, I want to be able to build a grid-based world (think Dungeon Keeper), generate a nav-mesh for this world and then let agents ...
Lunikon's user avatar
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Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well). The reason I say "Dynamic" is because I ...
vallentin's user avatar
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2 votes
2 answers
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I'm familiar with various methods of triangulation (eg Delaunay), but since I have hundreds of thousands of regularly spaced points that may need to be revisited like this on each physics frame, I'm ...
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I've been trying to figure out how to implement something like the pathfinding in Starcraft 2. I'm not looking for all the sophisticated features like flocking, queueing, etc. In fact I like how in ...
user782220's user avatar
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I'm trying to learn procedural generation technique's. Specifically for dungeons. I started off with a 2D array and I generate my rooms fine. Each room contains wall tiles as seen in the screenshot ...
Superflat's user avatar
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5 votes
1 answer
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Referring to the above exhibits, this is the scenario I am working with: starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph nodes ...
teodron's user avatar
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2 votes
3 answers
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I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: How do you triangulate an arbitrary polygon? and ...
AturSams's user avatar
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1 vote
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SecondLife/Opensim uses Primitives to construct models. How it works in details is explained here. Now I have many triangles which link together. Is there any way to make them into one prim, thus ...
DonChan's user avatar
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9 votes
2 answers
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I need to triangulate a polygon for rendering in OpenGL ES on Android (no GLU triangulation available). Is there an already known algorithm for polygon triangulation? The polygon can be convex or ...
Jason's user avatar
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