Simulating 3D clothing on human model on the web - unity3d

so lately I've been trying to find the best solution to do that, basically what I'm trying to achieve is this:
video: https://www.youtube.com/watch?v=kCGHXlLR3l8&feature=youtu.be&t=1057
or this: https://www.youtube.com/watch?v=lgMuGRCnqXw
(they looks great but doesn't seem to work on web)
So I would like to achieve such a result but on the Web.
I tried to search the web for a whole week, the best thing I could find was these 2 links and this one: https://www.youtube.com/watch?v=X5acomKAux4 which I'm not sure that works as good as the 2 others.
I also tried to contact Jim Hugunin which is responsible for the insane result in the picture but unfortunately, the guy seems to be absent since January 2018 :\
Have anyone ever experienced doing such a simulation? Do you believe WebGL is capable of rendering such a thing?
Would be very thankful for anyone who could shine some light :)

Have anyone ever experienced doing such a simulation?
Yes, there are quite a few on the Unity asset store, but non support webgl yet. If you kindly send them info on webgl / multithreading information, they might consider.
Do you believe WebGL is capable of rendering such a thing? Would be
very thankful for anyone who could shine some light :)
It's possible, but only on a few browsers: https://caniuse.com/#feat=sharedarraybuffer, someone could probably implement it. It needs WASM multithreading, which is currently available in 2019.1+ experimentally - see this: https://forum.unity.com/threads/2019-1.597238/

Related

I want to make a small co-op 3D RPG. Where do I begin?

I know how to program although I haven't done much in C# yet. But I understand every code snippet I read. I mostly script at my job. I have little to no experience in graphical design or animations.
The only thing I have done so far in Unity 3D is the ball rolling tutorial.
I have some questions though as I have a hard time understanding where I should begin. I know co-op 3D RPG is a project with a HUGE scope, but this is what I would like to accomplish to begin with:
Mini world (half the size of a WoW zone)
Populate world with terrain, trees and some buildings. Maybe a cave.
Have a playable character that can move around and interact with some objects.
Could anyone guide me into the right direction? What documentation should I read? Are there any RPG packs or plugins that can help me achieve this? Any nice tutorials you know of?
If 3D is too complicated to start with, I'm also willing to try an isometric game.
PS: Are there any free (or reasonably priced) HD asset packs that include animations? Or will I have to provide those myself as well?
Co-Op RPG's are quite large; Infact most people have tools that would help this speed up production; Although you're asking where to start. Most of my programming knowledge comes from theory and pretty basic knowledge; But I have an idea on where you should start!
A big factor on Co-Op is well.... Of-course CO-OP so something you should play around with first is data and how it's stored but even though you have knowledge of this factor Unity has a good way of storing it from Host to Client!
https://docs.unity3d.com/Manual/UNetStateSync.html?_ga=2.98238303.1333003911.1509902124-1740889112.1506544791
Another factor of -Co-Op is the dynamic spawning that is going to be pretty heavy although their are quite a few ways of doing this I'm sure their are plenty of correct as-well as incorrect ways of doing it!
Personally I would develop a database and call-Events with SQLite though this would be a heavy and complex job to do correctly and efficiently
but unity3d has UNetCustomSpawning documentation that seems to work pretty well for it's inteded use although it takes some heavy tinkering to get right so I would suggest once you get synchronization done you should check out some Spawning
https://docs.unity3d.com/Manual/UNetCustomSpawning.html
With Every Co-Op Action it must be handled and heres how!
https://docs.unity3d.com/Manual/UNetActions.html
How about the actual connection?
https://docs.unity3d.com/Manual/UNetDiscovery.html
Although reading alot of this may help; I would suggest rading through this and giving it a shot.
https://docs.unity3d.com/Manual/UNetSetup.html
and if you find no help or it's doing you some trouble
https://unity3d.com/learn/tutorials/s/tanks-tutorial
You may hear about "Tanks", alot though I personally am quite stubborn so I couldn't bear to look into it untill I did just earlier this month; It shows a correct way of doing things from Shooting, to spawning, and may other things.
I am un-certain this is a good or bad answer for you as this I believe is quite a personal question but as their are about a thousand and a thousand more ways of doing this I think what I have shown is a great way of starting just to get an idea of how the ball should start rolling!
-Thanks!

What's a good approach studying opengl es 2.0?

I've been messing around with some coding and finally think I'm finally ready for the OpenGL part, then I thought again and decided that I need some guidance with how to learn/ remember OpenGL ES 2.0!
Alright, basically, I know how it works in the high level, then when I begin to type out some code....
I see a bunch of parameters,
I refer to some documents,
I fill in those parameters,
I see some more parameters,
I refer to more documents,
(loop)
MVC comes in,
I get completely and utterly confused!
Brain crashes.
I'm trying to do some simple stuff on the iPhone, I'd like to find the train of thoughts of the gurus, like some sort of check list, or order to do things, so that what I'm doing will always be clear!
Eg, something like:
Arrays of numbers always come before shaders
(some sets of program lines that always appear in a certain order)
Right now, I have a high level understanding of something like this:
http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1%3a-The-Graphics-Pipeline.html
What I wish I could know is what are the usual steps involve, if you were to expand all these high level understanding like tags in a website!
I tried reading some tutorials, and I'll be trying again after typing this, to attempt to absorb the common steps/ order to do this, if anyone can help speed up the process, I'll be veeeeeery very grateful! Am I asking too much? =p
I highly recommend this tutorial book for GL on the iPhone
It's particularly useful for fairly experienced developers who are starting with GL. If you are starting at a more beginner level, it may be confusing in parts.

What should i use webgl framework?

I want to use webgl framework. But as a beginner I don't know much about this.
I examined GLGE, Three.js, SceneJS.
So, I have following questions:
Do GLGE use Scenegraph?
Why ThreeJS have active discussion?
What is my best choice?
I want to choose the framework of good condition.
You could look at Which WebGL framework should i learn?, but the answer to "what is the best choice?" or "what framework is in good condition?" is still changing pretty rapidly, so that answer may no longer be very helpful.
I can say that Three.js has lots of cool demos, is pretty widely used, and is actively maintained. But its API is still changing a lot, and is not documented well.
If you just want to visualize data in 3d, you should look at the X toolkit ( http://goXTK.com ). It provides a very simple API and only little overhead.
If you want to develop a game, Three.js is the way to go.. :)
For disclosure, I am part of the XTK developers team.

Need help with openfeint integration

I am trying to integrate openfeint with my app.. though it's not actually the integration I am stuck on, successfully able to open the leader-board, but actually the development flow. I mean what is the least we need to do... When to submit score and how? Achievements are bit ambiguous:( .. was searching all around then figured out it'd be the best way to get exact answers to my question. Kindly help.
EDIT:
My main question is that what least should be done in an app to say that it's openfeint integrated.
At a minimum, achievements and leaderboards. But I'd recommend using OpenFeint because it solves a specific problem for you, rather than to simply check off a feature. If you don't have a clear idea, you may not have a clear idea of the game's overall design. If so, you might be better served to come back to the integration half-way in, after you've made more decisions.
Then you can say things like "Oh, I have three different play modes. I'll make a leaderboard for each." Or "This level is really hard – I'll definitely award an achievement if they complete it in x time." And so on.
But you should really reach out to OpenFeint's dev support if you have questions like this – they'll be able to give you good advice on integration.

Creating Graphs on an iPad/iPhone

I was wondering if anyone knew of a simple way to implement graphing in an iPhone/iPad application. I've spent quite a bit of time googling and can't seem to find any sort of a solution. Maybe I'm just searching with the wrong terms since a lot of consumers are asking about "graphing" in terms of using their applications, not developing them, the search-space is rather polluted.
It seems like a lot of iPad/iPhone applications have embedded graphs... and I can't imagine that every developer has invented their own graphing engine from the ground up. Or, maybe they have... Does anyone have any suggestions?
Core Plot is one popular option.
I have herd wonders about core plot but for myself i wrote a graph View Class which creates a standard graph.
Have a look
http://sebkade.wordpress.com/2010/05/06/basic-graph-class-for-iphone/
hope it helps
From my experience graphs are best done through UIWebView's and then written in HTML/JavaScript - there are many great html/javascript libraries for graphings. Personally, I like
http://www.highcharts.com
but these exist as well.
http://www.sencha.com/products/touch/charts
https://developers.google.com/chart/
http://www.zingchart.com/#welcome