All Questions
13 questions
1
vote
1
answer
70
views
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 ...
10
votes
3
answers
9k
views
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 ...
0
votes
1
answer
145
views
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 ...
3
votes
0
answers
1k
views
How to project 3D meshes onto a 2D plane producing a 2D polygon silhouette?
I would like to project a number of separate 3D meshes onto a 2D plane and create a 2D polygon representing the outline of all the meshes. I would also like to to create multiple 2D polygons if the ...
0
votes
1
answer
45
views
Can you help me resolve a bug in mesh collision code?
I have entities which walk along a 3D mesh. I move the units along their x,z axis, and every frame I update their y-position according to the quad or triangle they are standing on, using Barycentric ...
0
votes
1
answer
310
views
Draw a line along one continuous edge of a curved mesh
I have a rectangular mesh, but the mesh is curved:
I want to draw a line along one side of this curvy mesh.
Currently I can easily draw line along a side of a flat rectangular mesh by getting the ...
1
vote
2
answers
760
views
Calculating approximations of contact between two meshes
I'm looking for ways to calculate the degree of contact between two objects in a scene. I was thinking that calculating the hausdorff distance would be a useful approximation if it is then normalized ...
3
votes
2
answers
3k
views
How can I convert my list of vertices and indices to a list of triangles?
I have a full 3D collision mesh that is represented by a list of vertices and another list of indices. I need to convert the list of vertices and the list of indices into a set of triangles.
First I ...
0
votes
1
answer
3k
views
Removing duplicate vertices on a mesh
I have a set of vertices and another set of indices. Sometimes I find that I have duplicate vertices in my mesh.
I tried at first to check if two identical vertices were in the array of vertices but ...
0
votes
1
answer
137
views
How to get a reflex edge on a non-convex mesh
I am trying to implement a convex decomposition and I need to find the convex vertex on a mesh. Is there a algorithm that I can use to find the convex vertex on a mesh.
2
votes
1
answer
569
views
How to achieve this sprite/mesh tile splitting like in Peggle?
Everyone knows Peggle. Here's a simple screenshot from one of their 'shapes':
On the first look, it looks so simple.
It's a circle made of identical tiles:
It's ...
2
votes
2
answers
294
views
Allow a Player to Navigate the 2D surface of a 3D mesh
Edit: Currently, I am looking for a method which will allow a player to control a 2D mesh and navigate along the surface of a 3D mesh. Visually, this would look like the player is inhabiting a 2D ...
1
vote
1
answer
156
views
Calculating the inverse mesh of a 2D mesh inside a bounding box
If I have a mesh (drawn in red below)
How can I calculate the inverse of the mesh (drawn in red below), given that the mesh is always constrained by the same four vertices of the encompassing ...