i have been working on a project for a while now and have been following Sebastian Lague's tutorial on procedural mesh generation, but need to use marching cubes.
My end goal is to have a destructible procedural terrain generation with noise.
I am working on Unity3D. I have recently learned what marching cubes is and have been researching it over the past few weeks. I have hit a roadblock and have no idea where to start.
I'm wondering is there any way to still use some Sebastian's code or do I have to completely restart? I am in general very confused. I have read papers on it it but don't know how to implement it at all.
I have also looked at catlikecoding tutorial on marching squares, but still to no avail. Any help would be much appreciated. Thanks!
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I'm relatively new to everything relating to programming, and currently in a project where my task is to align a unity model of a building in the physical world. I have done quite a bit of research and came across different things, Fiducial markers and Vuforia but they don't seem to address the task at hand. I've lastly stumbled upon the Qr code tracking article in Microsoft website and it sounds promising, yet I lack the knowledge to understand if my task is possible throughout this method. I do believe that maybe it is possible to extract GameObject positions and reference them to a QR code, I'm not so sure.
Thank you for taking the time in reading this
So, I’m attempting to create a 3d model of a bow (and arrow). I have some experience with making 3d models but nothing this complicated. I’ve created the 2d sketch of it and then extruded it to make it 3d, but I can’t figure out how to round the edges to make the bow circular rather than squarish. I’ve tried freeCAD, but the fillet causes the part to fail, and I’ve found no good alternatives that don’t cost me an arm and a leg.
Am I going about this totally wrong? Looking for some guidance or recommended references. Please excuse any ignorance on the topic I might be displaying here in asking this question.
This is a very broad question, and I would suggest first going over some tutorials like this to get started (in case you are interested in learning the software).
In case you just want the model for the bow and arrow, I'm positive you can find a whole bunch of them online (on sites like free3d.com or turbosquid etc.)
So I have been tasked with making an app using Unity to build a shortest route algorithm of a multi-floor building.
I am completely new to unity and have no knowledge of the program.
I am hoping to get some pointers and some tips as to how I would approach this problem (make a 3D model, or make a 2D map of each floor, etc.)
Any help would be much appreciated!
Thanks
What are you looking for is probably NavMesh Agents. It has visual parameters for general behaviour such as detection of obstacles, as well as scripts for the objects behaviour. I will link below the documentation and some videos which helped me to learn the concept:
official youtube video here
official documentation on the matter here
youtube video about an RPG with AI movement here
I think that is enough to grasp the idea, but if you have anything to ask, I will be here to help you
Having trouble describing what I'm looking for - essentially, I'm classed as a beginner at unity, I've only made artwork for games, never created the core myself.
Preface: Here's game in a nutshell:
The camera is looking down with an Orthographic angle
The ground in scrolling down the screen, you're walking towards the top of the screen. In essence, you're on a treadmill.
As you walk/progress, shapes start entering the screen, like Tetris.
You simply walk over to that shape, pick it up and take it 1 of 3 baskets on the - left side of the screen.
Repeat until end of level
Help:
How would I start, what should I start with?
Do I seek out examples and guides on creating an endless runner, even though the game has more similarities to Tetris but with interactions? Because of this, I'm lost for words on what to search for in order to gain the knowledge to build what I'm thinking.
Background:
I'm coming from an Artistic background, I work with web development daily, so I think I'll be able to grasp the basics quick enough, I just need that finger pointing at the obvious!
Given that you're coming from a web development background I can see why you're looking for hoping to find pinpointed resources for your specific game. Web development generally involves finding specific ways to tackle each specific problem you encounter.
One thing you will want to be aware of is that Unity development is a bit different in that most things are built using the core set of basic fundamentals. Because of this I would actually recommend looking into tutorials that will teach you about the basics rather than trying to find something specific for what it is you're building, as you will be able to apply these basics to encounter any of the problems you encounter a long the way. The basic Unity tutorials provided by the Unity team do a great job of teaching these basics: The Unity Tutorials Page
At the very least the Roll-A-Ball tutorial should teach you most of the basics as it pertains to how objects work, creating scripts, etc.
After you are a bit more comfortable with Unity in general, then I would suggest looking into some more focused tutorials that are a bit closer to what you want to do as these will give you a better idea of how you can apply the basics you've learned. One recommendation I would have for the game you're trying to make is
this runner tutorial by Catlike Coding.
While the game you'll be creating in that tutorial will play quite differently than what you're describing, this should give you a better idea of how you can approach some of the challenges that you'll encounter in the development of your game (things like continually creating objects).
I'm currently developing an application with the initial goal of obtaining, in real time, a 3D model of the environment "seen" by a Kinect device. This information would be later on used for projection mapping but that's not an issue, for the moment.
There are a couple of challenges to overcome, namely the fact that the Kinect will be mounted on a mobile platform (robot) and the model generation has to be in real-time (or close to it).
After a long research on this topic, I came up with several possible (?) architectures:
1) Use the depth data obtained from Kinect, convert it into a point cloud (using PCL for this step), then a Mesh and then export it into Unity for further work.
2) Use the depth data obtained from Kinect, convert it into a point cloud (using PCL for this step), export it into Unity and then convert it into a Mesh.
3) Use KinectFusion that already the option of creating a Mesh model, and (somehow) automatically load the Mesh model created into Unity.
4) Use OpenNI+ZDK (+ wrapper) to obtain the depth map and generate the Mesh using Unity.
Quite honestly, I'm kinda lost here, my main issue is the real-time requirement along with being forced to integrate several software components makes this it tricky problem. I don't know which if any of these solutions are viable and the information/tutorials on these issues isn't exactly abundant like the one, for example, for Skeleton tracking .
Any sort of help would be greatly appreciated.
Regards,
Nuno
Sorry, I might not be providing a solution for realtime mesh creation within Unity - but the process discussion here, was interesting enough for me to reply.
In the hard science novel Memories with Maya - there is discussion of exactly such a scenario:
"“Point taken,” he said. “So… Satish showed me a demo of the Quad [Quad=Drone] acquiring real-time depth and texture maps.”
“Nothing new in that,” I said.
“Yeah, but look above us.”
I tilted my head up. The crude shape of the Quad came into view.
“The Quad is here, but you can't see it because the FishEye [Fisheye=Kinect 2] is on it aimed straight ahead.”
“So it's mapping video texture over live geometry? Cool,” I said.
“Yeah, the breakthrough is I can freeze a frame… freeze real life as it were, step out of the scene and study it.”
“All you do is block out the live world with the cross polarizers?”
“Yeah,” he said. “It's a big deal for AYREE to be able to use such data-sets.”
“The resolution has improved,” I said.
“Good observation,” he said. “So has the range sensing. The lens optics have also been upgraded.”
“I noticed that if I turn around I don't see the live feed, just the empty street,” I said.
“Yes, of course,” he replied. “The Quad is facing the other way around. It's why I'm standing in front of you. The whole street, however, is a 3D model done by a standard laser scan taken from the top of that high tower.”
Krish pointed to a building block at the far end of the street. I turned back to the live 3D view again. He walked in front of me.
“This is uber cool. Everyone looks so real.”
“Haha. You should see how cool it is when you're here in person with the Wizer on,” he said. “I'm here watching these real people pass by, only they have a mesh of themselves mapped onto them.”
“Ahhh! Yes.”
“Yeah, it's like they have living paint on them. I feel like reaching out and touching, just to feel the texture.”...
The work that you're thinking of doing in this area, and this use of a live mesh goes far beyond Projection Mapping for events- for sure!
Wishing you the best on the project, and I will be following your updates.
Some of the science behind the story is on www.dirrogate.com if the topic interests you.
Kind Regards.
I would use Kinect Fusion, as it has a sample with the ability to export to .obj, which unity supports. You can automatically save it, and import it to unity to generate a mesh automatically. Especially if you have multiple Kinects, then Microsoft even has a sample to show the basics of Kinect Fusion with multiple Kinects. Also, since Fusion is already pre-written, there is not much code you will have to write.
Here is an example of a mesh from Fusion with one camera:
I do want you to notice how many vertices there are though... This could cause performance problems later on.
Good luck!