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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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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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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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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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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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?