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Showing posts from April, 2018

Primitive Mesh Creation (square)

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So, what I learned since a few days ago is a simple creation of square, which consists of only 4 vertices. Another understanding I could come out with is, how a texturable mesh could simply be product of vertices, triangles, normals, and uv information. At least this is what unity UnityEngine.Mesh really is. So, i'll try to in detail lay the explanation upon all these components. The example with be made with Vertices The coordinate(s) of the mesh's vertices in 3d space. Vector3 center = transform.position; Vector3 topLeft = new Vector3(center.x - Width / 2, center.y + Height / 2); Vector3 topRight = new Vector3(center.x + Width / 2, center.y + Height / 2); Vector3 bottomLeft = new Vector3(center.x - Width / 2, center.y - Height / 2); Vector3 bottomRight = new Vector3(center.x + Width / 2, center.y - Height / 2); mesh.vertices = new Vector3[4] { topLeft, topRight, bottomLeft, bottomRight }; The only information we could know in order to make up a square, is the ...

Mesh Deformation / (Re-)Construction

So, one of the most important technique I learn about graphic programming is the deformation / construction of mesh programmatically. Which something you may be able to use for procedural generation. There're probably many concept of mesh being used by other field of expertise, but we'll mostly be talking about polygon mesh here. A  polygon mesh  is a collection of  vertices ,  edge s  and  face s  that defines the shape of a  polyhedral  object in  3D computer graphics  and  solid modeling . The faces usually consist of  triangles  ( triangle mesh ),  quadrilaterals , or other simple  convex polygons , since this simplifies  rendering , but may also be composed of more general  concave polygons , or polygons with holes. - source (wikipedia) The last time I actually worked with is a simple perlin noise based deformation, which the flow appears to be like : - vertices re-positioning ...

Project Vector

I am planning to spend as much time as possible studying all things related to vector in graphic and game programming this month. I'll mainly be using unity, and will try to explore many other areas like mesh deformation, voxel programming, algorithm, noises and so on. At, least these are what my pointer currently is. So, I'll try to dedicate this blog to the process of the study.