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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute

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  • 3D Huge mesh rendering

    - by Keyhan Asghari
    I am writing a program, that as input, I have a huge 3d mesh (with mostly structured and cubic shaped elements), and I want to realtime render it, but not as real-time as a game. But speed of rendering is somehow important. The most important point is, I don't need any special lighting nor any shadows. Also, the objects to render are static, and

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  • Selection of a mesh with arbitrary region

    - by Tigran
    Considering example: I have a mesh(es) on the OpenGL screen and would like to select a part of it (say for delete purpose). There is a clear way to do the selction via Ray Tracing, or via Selection provided by OpenGL itself. But, for my users, considering that meshes can get wired surfaces, I need to implement a selection via a Arbitrary

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  • 3D Mesh Collision Help

    - by BlackAfricano
    I am new to XNA (I have only been working in it for a countable number of weeks) as well as to these forums (I have only made 1-2 other posts), so this may seem like a strange request, but I am wondering if anybody knows about more advanced collision in XNA. So far I have only been able to figure out BoundingSphere's which seem to be the

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  • Intersection of player and mesh

    - by Will
    I have a 3D scene, and a player that can move about in it. In a time-step the player can move from point A to point B. The player should follow the terrain height but slow going up cliffs and then fall back, or stop when jumping and hitting a wall and so on. In my first prototype I determine the Y at the player's centre's X,Z by

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  • Oracle's Australian Graduate Recruitment Program

    - by david.talamelli
    I have been with Oracle for 5 years now and one thing that I have found that there is never a shortage of here is - Variety. Over the last 5 years I have had the opportunity to work on projects across various countries, across various technologies and skill-sets and also across various level of seniority. No two days are the

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  • Interviews Gone Bad.....Now What Do I Do?

    - by david.talamelli
    We have all done it at some stage of our working careers - you know those times when you leave an interview and then you think to yourself "why didn't I ask that question" or "I can't believe I said that" or "how could I have forgotten to say that". It happens to everyone but how you handle things moving forwards could be

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  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) {

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  • Do unused vertices in a 3D object affect performance?

    - by Gajet
    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 using DirectX or OpenGL? Edit Final output will be a w*h cell grid, but for technical issues it's much

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  • RANT: SkyDrive &amp; Mesh

    - by Sahil Malik
    SharePoint 2010 Training: more information Fellow citizens of the tech world, you’re watching a good Samaritan die. Unfortunately this is not the first time, it won’t be the last. We have seen this before, sadly we will see it again. The

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  • Texturing a mesh generated from voxel data

    - by Minja
    I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the triplanar shader attached. Now, the whole isosurface is rendered using this material. And thats my

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  • Custom mesh format - yea or nay?

    - by Electro
    In the process of writing my game prototype, I have found the OBJ format to be insufficient for my needs - it does not support any sort of animation, it doesn't support triangle strips (I'm targeting my ancient hardware). MD2 wouldn't fit the bill because it doesn't have support for named model

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  • Uniform not being applied to proper mesh

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered

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