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  • Game engine help

    - by Nick
    So, I am looking to start designing a video game. My biggest problem right now is choosing the right game engine. I am hiring a programmer, so the language doesn't really matter as much. What I need is an engine with these features, for very, very cheap: -Ability to create very realistic AI -Ability to display, hundreds, possibly thousands of characters Also, if anyone has any experience with Darkbasic Pro, if they could give me a basic run-through and review of it. Thanks a lot!

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • How do people get around the Carmack's Reverse patent?

    - by Rei Miyasaka
    Apparently, Creative has a patent on Carmack's Reverse, and they successfully forced Id to modify their techniques for the source drop, as well as to include EAX in Doom 3. But Carmack's Reverse is discussed quite often and apparently it's a good choice for deferred shading, so it's presumably used in a lot of other high-budget productions too. Even though it's unlikely that Creative would go after smaller companies, I'm wondering how the bigger studios get around this problem. Do they just cross their fingers and hope Creative doesn't troll them, or do they just not use Carmack's Reverse at all?

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  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

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  • AI Game Programming : Bayesian Networks, how to make efficient?

    - by Mahbubur R Aaman
    We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the relationship between random variables for a given problem. These graphs aid in performing reasoning or decision making in the face of uncertainty. Here me, utilizing the monte carlo method and genetic algorithms. But tooks much time and sometimes crashes due to memory. Is there any way to implement efficiently?

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  • glm quaternion camera rotating on wrong axis

    - by Jarrett
    I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's called the target axis). For example, if I rotated the mouse in a clockwise fashion, the camera rotates clockwise around the axis. I initialize my quaternion like so: void Camera::initialize() { orientationQuaternion_ = glm::quat(); orientationQuaternion_ = glm::normalize(orientationQuaternion_); } I rotate like so: void Camera::rotate(const glm::detail::float32& degrees, const glm::vec3& axis) { orientationQuaternion_ = orientationQuaternion_ * glm::normalize(glm::angleAxis(degrees, axis)); } and I set the viewMatrix like so: void Camera::render() { glm::quat temp = glm::conjugate(orientationQuaternion_); viewMatrix_ = glm::mat4_cast(temp); viewMatrix_ = glm::translate(viewMatrix_, glm::vec3(-pos_.x, -pos_.y, -pos_.z)); } The only axis' I actually try to rotate are the X and Y axis (i.e. (1,0,0) and (0,1,0)). Anyone have any idea why I see my camera rotating around the target axis?

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • Wait till all CCActions have completed

    - by tGilani
    I am developing a simple cocos2d game in which I want to animate two CCSprites simultaneously, and for this purpose I simply set CCActions on respective `CCSprite's as follows. [first runAction:[CCMoveTo actionWithDuration:1 position:secondPosition]]; [second runAction:[CCMoveTo actionWithDuration:1 position:firstPosition]]; Now I want to wait till the animations are complete, so I can perform the next step. How should I wait for these animations to finish? There are actually two method calls, the first one animates the objects via the code above and second call does the other animation. I need to delay the second method call until the animations in first are complete. (I would not like to use CCCallFunc blocks as I want to call the second method from the same caller as the first one.

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  • My raycaster is putting out strange results, how do I fix it?

    - by JamesK89
    I'm working on a raycaster in ActionScript 3.0 for the fun of it, and as a learning experience. I've got it up and running and its displaying me output as expected however I'm getting this strange bug where rays go through corners of blocks and the edges of blocks appear through walls. Maybe somebody with more experience can point out what I'm doing wrong or maybe a fresh pair of eyes can spot a tiny bug I haven't noticed. Thank you so much for your help! Screenshots: http://i55.tinypic.com/25koebm.jpg http://i51.tinypic.com/zx5jq9.jpg Relevant code: function drawScene() { rays.graphics.clear(); rays.graphics.lineStyle(1, rgba(0x00,0x66,0x00)); var halfFov = (player.fov/2); var numRays:int = ( stage.stageWidth / COLUMN_SIZE ); var prjDist = ( stage.stageWidth / 2 ) / Math.tan(toRad( halfFov )); var angStep = ( player.fov / numRays ); for( var i:int = 0; i < numRays; i++ ) { var rAng = ( ( player.angle - halfFov ) + ( angStep * i ) ) % 360; if( rAng < 0 ) rAng += 360; var ray:Object = castRay(player.position, rAng); drawRaySlice(i*COLUMN_SIZE, prjDist, player.angle, ray); } } function drawRaySlice(sx:int, prjDist, angle, ray:Object) { if( ray.distance >= MAX_DIST ) return; var height:int = int(( TILE_SIZE / (ray.distance * Math.cos(toRad(angle-ray.angle))) ) * prjDist); if( !height ) return; var yTop = int(( stage.stageHeight / 2 ) - ( height / 2 )); if( yTop < 0 ) yTop = 0; var yBot = int(( stage.stageHeight / 2 ) + ( height / 2 )); if( yBot > stage.stageHeight ) yBot = stage.stageHeight; rays.graphics.moveTo( (ray.origin.x / TILE_SIZE) * MINI_SIZE, (ray.origin.y / TILE_SIZE) * MINI_SIZE ); rays.graphics.lineTo( (ray.hit.x / TILE_SIZE) * MINI_SIZE, (ray.hit.y / TILE_SIZE) * MINI_SIZE ); for( var x:int = 0; x < COLUMN_SIZE; x++ ) { for( var y:int = yTop; y < yBot; y++ ) { buffer.setPixel(sx+x, y, clrTable[ray.tile-1] >> ( ray.horz ? 1 : 0 )); } } } function castRay(origin:Point, angle):Object { // Return values var rTexel = 0; var rHorz = false; var rTile = 0; var rDist = MAX_DIST + 1; var rMap:Point = new Point(); var rHit:Point = new Point(); // Ray angle and slope var ra = toRad(angle) % ANGLE_360; if( ra < ANGLE_0 ) ra += ANGLE_360; var rs = Math.tan(ra); var rUp = ( ra > ANGLE_0 && ra < ANGLE_180 ); var rRight = ( ra < ANGLE_90 || ra > ANGLE_270 ); // Ray position var rx = 0; var ry = 0; // Ray step values var xa = 0; var ya = 0; // Ray position, in map coordinates var mx:int = 0; var my:int = 0; var mt:int = 0; // Distance var dx = 0; var dy = 0; var ds = MAX_DIST + 1; // Horizontal intersection if( ra != ANGLE_180 && ra != ANGLE_0 && ra != ANGLE_360 ) { ya = ( rUp ? TILE_SIZE : -TILE_SIZE ); xa = ya / rs; ry = int( origin.y / TILE_SIZE ) * ( TILE_SIZE ) + ( rUp ? TILE_SIZE : -1 ); rx = origin.x + ( ry - origin.y ) / rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = true; rTexel = int(rx % TILE_SIZE) } break; } rx += xa; ry += ya; } } // Vertical intersection if( ra != ANGLE_90 && ra != ANGLE_270 ) { xa = ( rRight ? TILE_SIZE : -TILE_SIZE ); ya = xa * rs; rx = int( origin.x / TILE_SIZE ) * ( TILE_SIZE ) + ( rRight ? TILE_SIZE : -1 ); ry = origin.y + ( rx - origin.x ) * rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = false; rTexel = int(ry % TILE_SIZE); } break; } rx += xa; ry += ya; } } return { angle: angle, distance: Math.sqrt(rDist), hit: rHit, map: rMap, tile: rTile, horz: rHorz, origin: origin, texel: rTexel }; }

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  • How to use lemodev highscore plugin for unity?

    - by user3889649
    I am trying to add a server-sided highscore system to my game in unity. I have downloaded the free lemodev highscore plugin from the asset store but I cant figure out how to use it. I know where to put my server info and so on but other what are you supposed to do ? I added the main camera prefab that came with the package to my scene but other than adding an additional camera it did precisely nothing ( at least it seems that way ). Could anyone look into it and tell me how to use it ? The developer's website seems to have no information on the subject.

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  • What to do with input during movement?

    - by user1895420
    In a concept I'm working on, the player can move from one position in a grid to the next. Once movement starts it can't be changed and takes a predetermined amount of time to finish (about a quarter of a second). Even though their movement can't be altered, the player can still press keys (perhaps in anticipation of their next move). What do I do with this input? Possibilities i've thought of: Ignore all input during movement. Log all input and loop through them one by one once movement finishes. Log the first or last input and move when possible. I'm not really sure which is the most appropriate or most natural. Hence my question: What do I do with player-input during movement?

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  • Taking fixed direction on hemisphere and project to normal (openGL)

    - by Maik Xhani
    I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: vec3 sampleDirections[6] = {vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.5f, 0.866025f), vec3(0.823639f, 0.5f, 0.267617f), vec3(0.509037f, 0.5f, -0.700629f), vec3(-0.509037f, 0.5f, -0.700629), vec3(-0.823639f, 0.5f, 0.267617f)}; now I want the first direction to be projected on the normal and the others accordingly. I tried these 2 codes, both failing. This is what I used for random sampling (it doesn't seem to work well, the samples seem to be biased towards a certain direction) and I just used one of the fixed directions instead of s (here is the code of the random sample, when i used it with the fixed direction i didn't use theta and phi). vec3 CosWeightedRandomHemisphereDirection( vec3 n, float rand1, float rand2 ) float theta = acos(sqrt(1.0f-rand1)); float phi = 6.283185f * rand2; vec3 s = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); vec3 v = normalize(cross(n,vec3(0.0072, 1.0, 0.0034))); vec3 u = cross(v, n); u = s.x*u; v = s.y*v; vec3 w = s.z*n; vec3 direction = u+v+w; return normalize(direction); } ** EDIT ** This is the new code vec3 FixedHemisphereDirection( vec3 n, vec3 sampleDir) { vec3 x; vec3 z; if(abs(n.x) < abs(n.y)){ if(abs(n.x) < abs(n.z)){ x = vec3(1.0f,0.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } }else{ if(abs(n.y) < abs(n.z)){ x = vec3(0.0f,1.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } } z = normalize(cross(x,n)); x = cross(n,z); mat3 M = mat3( x.x, n.x, z.x, x.y, n.y, z.y, x.z, n.z, z.z); return M*sampleDir; } So if my n = (0,0,1); and my sampleDir = (0,1,0); shouldn't the M*sampleDir be (0,0,1)? Cause that is what I was expecting.

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  • Collision Detection algorithms with early Collision exit

    - by Grieverheart
    I'm using collision detection in Monte Carlo simulations and at the moment I'm using GJK which is quite fast. I can't help to think it could be done even faster though. In the simulations, about 70% of the time GJK is run, it detects a collision. Thus collisions are more than non-collisions in my case. Most collision detection algorithms I know have an early non-collision exit test. Are there any collision detection algorithms that have an early collision detect instead of non-collision and could be potentially faster than GJK in case of collision?

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  • How do I render my own DirectX Stuff to a full screen WPF's DirectX surface?

    - by marc40000
    Basically Danny Varod seems to know as he posted it as an answer to this question: Display a Message Box over a Full Screen DirectX application I think, theoretically this might work, but I have no idea how to actually do it. Since I'm also not allowed to post a comment under his comment nor am I allwoed to ask on meta about how to contact another user, I ask this as a normal question here: How do I render my own DirectX Stuff to a full screen WPF's DirectX surface? For starters, I have no idea how to get the DirectX surface from a WPF window. If I had it, what do I have to take care of that the WPF rendering doesn't screw up my own rending or vice-versa?

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  • Finding the contact point with SAT

    - by Kai
    The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector that separates the objects along the vector that the penetrating object is moving (i.e. the contact point). I drew a picture to help clarify. There is one box, moving from the before to the after position. In its after position, it intersects the grey polygon. SAT can easily return the MTV, which is the red vector. I am looking to calculate the blue vector. My current solution performs a binary search between the before and after positions until the length of the blue vector is known to a certain threshold. It works but it's a very expensive calculation since the collision between shapes needs to be recalculated every loop. Is there a simpler and/or more efficient way to find the contact point vector?

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  • Does swf provide better compress rate than zlib for png image?

    - by Huang F. Lei
    Somebody told me that when a png image is stored in swf, it's separated to several layer, hence the alpha channel can be compressed better. Is it true? Or, once png image is imported into a swf, it's format is changed, e.g converted into bitmap data, and than compressed by swf's compress algorithm. That's, it is not in png format anymore. I don't know how swf packing its resource, please tell me if you know.

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  • Collisions not working as intended

    - by Stan
    I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision succesfully stops the player from going through the ground, but, when I press a key like A + S, that means if I walk down and left (Noclip is on atm), my player will go into the ground, bug up, and exit the ground somewhere else in the level. I made a video of it. The red text means which buttons I am pressing. http://www.youtube.com/watch?v=mo4frZyNwOs You see, if I press A and S together, I go into the ground. Here is my collision code: Vector2 collisionDist, normal; private bool IsColliding(Rectangle body1, Rectangle body2) { normal = Vector2.Zero; Vector2 body1Centre = new Vector2(body1.X + (body1.Width / 2), body1.Y + (body1.Height / 2)); Vector2 body2Centre = new Vector2(body2.X + (body2.Width / 2), body2.Y + (body2.Height / 2)); Vector2 distance, absDistance; float xMag, yMag; distance = body1Centre - body2Centre; float xAdd = ((body1.Width) + (body2.Width)) / 2.0f; float yAdd = ((body1.Height) + (body2.Height)) / 2.0f; absDistance.X = (distance.X < 0) ? -distance.X : distance.X; absDistance.Y = (distance.Y < 0) ? -distance.Y : distance.Y; if (!((absDistance.X < xAdd) && (absDistance.Y < yAdd))) return false; xMag = xAdd - absDistance.X; yMag = yAdd - absDistance.Y; if (xMag < yMag) normal.X = (distance.X > 0) ? xMag : -xMag; else normal.Y = (distance.Y > 0) ? yMag : -yMag; return true; } private void PlayerCollisions() { foreach (Block blocks in allTiles) { collisionDist = Vector2.Zero; if (blocks.Texture != airTile && blocks.Texture != stoneDarkTexture && blocks.Texture != stoneDarkTextureSelected && blocks.Texture != airTileSelected && blocks.Texture != doorTexture && blocks.Texture != doorTextureSelected) { if (IsColliding(player.plyRect, blocks.tileRect)) { if (normal.Length() > collisionDist.Length()) { collisionDist = normal; } player.Position.X += collisionDist.X; player.Position.Y += collisionDist.Y; break; } } } } I got PlayerCollisions() running in my Update method. As you can see it works partly, but if it runs perfectly, it would be awesome, though I have no idea how to fix this problem. Help would be greatly appreciated. EDIT: If I remove the break; it works partly, then it is just the thing that it spasms when it hits two or more blocks at once, like, if I touch 2/3 blocks at once, it does twice the force up. How can I make it so that it only does the force for one block, so it stays correct, and does not spasm? Thanks.

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  • C# XNA - Sky Sphere Question

    - by Wade
    I have been banging my head against the wall trying to get a sky sphere to work appropriately in XNA 4.0. I have the sphere loading correctly, and even textured, but i would like something a little more dynamic that can support a day/night cycle. My issue is that, while i know a good amount of C# and XNA, i know next to nothing about HLSL. (I could make an ambient light shader if my life depended on it...) I also have not been able to find a tutorial on how to build a sky sphere like this. Of course i don't expect to be able to make an amazing one right off the bat, i would like to start small, with a dynamic coloring sky i'll work out the clouds and sun later. My first question: Does anyone know of any good tutorial sites that could help me get a decent grasp around HLSL? Second: Does anyone have a good example of or know where to find one of a gradient sky using XNA and C#?

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Can not remove cube in UDK

    - by user32228
    For some reason, I can't move or remove an 'invisible' cube which is on my map. I searched on Google to find a solution but somehow I still can't remove it. The cube looks like this: http://screencloud.net/v/uNyz In Brush Wireframe: http://screencloud.net/v/3C0c In Wireframe: screencloud.net/v/oGBj As you can see, I want to delete the brown cube. Selecting it and pressing the DEL button won't do anything. So, how do you delete the brown cube? EDIT: Seriously, I wrote this post a few minutes ago and I found the solution. However, I still don't know how to delete the brown cube.

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • How do I get the compression on specific dynamic body

    - by Mike JM
    Sorry, I could not find any tag that would suit my question. Let me first show you the image and then write what I want to do: I'm using box2D. As you can see there are three dynamic bodies connected to each other (think of it as a table from front view).The LEG1 and LEG2 are connected to the static body. (it's the ground body). Another dynamic body is falling onto the table. I need to get the compression in the LEG1 and LEG2 separately. Joints have GetReactionForce() function which returns a b2Vec, which in turn has Length() and LengthSqd functions. This will give the total sum of the forces in any taken joint. But what I need is forces in individual bodies that are connected with joints. Once you connect several bodies with a single joint it again will show the sum of forces which is not useful.Here's the case iI'm talking about:

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  • Efficient visualization of a large voxelized volume

    - by Alejandro Piad
    Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an specific material that will be later used to apply a texture. Voxels that are next to each other represent connected sections of the surface. What I need is an algorithm to generate a mesh from this voxels that represents the volume, with the following caracteristics: All the "holes" in the voxelized volume are correct. All the connections are correct, i.e. seamless. The surface appears smooth. In a broad sense, I want to somehow preserve the surface topology, meaning that connected sections remain connected in the resulting mesh and that the surface has a curvature that responds to the voxels topology. Imagine trying to render the Minecraft world but getting the mountain ladders to be smooth instead of blocky.

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  • Trouble with UV Mapping Blender => Unity 3

    - by Lea Hayes
    For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that: I am wasting valuable texture space Loss of accuracy in drawn UV maps Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity. Here is an illustration of the problem: Left: approximately 15 pixels of margin on each side of UV coordinates Right: Approximately 3 pixels of margin on each side of UV coordinates Note: Texture image resolution is 1024x1024

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