Load destructible mesh at runtime Using the tutorial Components and Collision as a guide, to dynamically load a SphereShape the following is done AClass AClass() Create USphereComponent USphereComponent sphere NULL sphere CreateDefaultSubobject lt USphereComponent gt (TEXT("Root")) sphere gt InitSphereRadius(1.0f) sphere gt SetCollisionProfileName(TEXT("PhysicsActor")) sphere gt SetSimulatePhysics(true) sphere gt WakeRigidBody() Create UStaticMeshComponent UStaticMeshComponent mesh NULL mesh CreateDefaultSubobject lt UStaticMeshComponent gt (TEXT("Mesh")) mesh gt SetupAttachment(RootComponent) Load asset from filesystem define ASSET TEXT(" Game MobileStarterContent Shapes Shape Sphere.Shape Sphere") static ConstructorHelpers FObjectFinder lt UStaticMesh gt asset(ASSET) undef ASSET if (asset.Succeeded()) mesh gt SetStaticMesh(asset.Object) RootComponent sphere Now, when I try the same set of steps, but this time for an Actor that has a UDestructibleComponent instead of a USphereComponent AClass AClass() Create our UDestructibleComponent UDestructibleComponent destructible NULL destructible CreateDefaultSubobject lt UDestructibleComponent gt (TEXT("Root")) destructible gt SetCollisionEnabled(ECollisionEnabled PhysicsOnly) destructible gt SetSimulatePhysics(true) destructible gt SetEnableGravity(false) destructible gt WakeRigidBody(NAME None) Load asset from filesystem define ASSET TEXT(" Game MobileStarterContent Shapes Shape Cube DM") static ConstructorHelpers FObjectFinder lt UDestructibleMesh gt asset(ASSET) undef ASSET if (asset.Succeeded()) UE LOG(LogTemp, Warning, TEXT("It worked!")) RootComponent destructible I receive the following errors ConstructorHelpers.h 105 20 error cannot initialize a parameter of type 'UObject ' with an lvalue of type 'UDestructibleMesh ' ValidateObject( Object, PathName, ObjectToFind ) ConstructorHelpers.h 29 19 error incomplete type 'UDestructibleMesh' named in nested name specifier UClass Class T StaticClass() I've also tried adding .Shape Cube DM to the end of the string, similar to how the first asset was imported, but no luck. What is the correct way to load a DestructibleMesh from the filesystem and apply it to the UDestructibleComponent?


Smooth mesh from voxel grid Im trying to implement smooth voxel grid meshing using marching cubes algorithm but I dont quite understand how to do the interpolating (I understand that this would solve the problem) to achieve the smooth transitions on the borders between the empty space and filled space. In the picture above I have rendered my voxel grid cells as cubes. Currently the voxel grid is just a 3d array which stores the values if the cell is empty (0.0) or filled(1.0) (not sure if this is ok, do I need to store each cell corners instead). When processing marching cubes iteration I have to sample my data at floating point indices e.g. I need to look up if position (3.316, 0.16, 0.5) is empty space on the surface of the data inside the data. Currently I just check the cell value where the position is e.g. (3, 0, 0) for the example above which results with cube mesh. This shows what I want to do more or less


Angle between two planes I have two triangles in 3d space which share 1 edge and I would like to determine if the angle between their normal vectors is "uphill" or "downhill". In other words, if you set one flat, would the angle between them be acute (uphill) or obtuse (downhill). Hopefully that makes sense. So far I have the normal vectors of each triangle and have calculated the angle between the two triangles, however this angle is always 90 degrees. Vector3 v1 triangle1.Normal Vector3 v2 triangle2.Normal float cosAngle Vector3.Dot(v1, v2) (v1.magnitude v2.magnitude) float degAngle Mathf.Acos(cosAngle) Mathf.Rad2Deg Is there a trick I am missing that lets me determine which direction this angle is in?


How can I get visually accurate collision normals with sphere collisions? I'm solving simple 3D sphere collisions by checking the sphere for overlap with a mesh, finding the nearest point on that mesh's surface to the center of the sphere, and then resolving the collision by moving the sphere out of the mesh using the normal and the penetration distance. To find the normal, I'm using the normalized vector from the nearest point on the mesh to the center of the sphere. Now I'm trying to resolve a collision where the sphere has overlapped more than one collider. How I'm currently solving it is by iterating through all the meshes and checking to see if the last correction solved the collision. In the scenario shown in the bottom image, this can cause a problem when trying to determine a collision normal. The two collisions return two different normals, as they should (Though, Depending on which collision was resolved first, the correction from the right box would solve the collision with the left box, in which case there would only be one normal). Now, mathematically, that all makes sense, but visually causes a problem. If I'm trying to determine a single normal to, say, bounce the ball off the surface create by those two meshes, any normal that takes both collision normals into effect would be inaccurate. Visually, one would expect the collision normal to be straight op, but since one of the collision normals is at an angle, I would need to somehow determine that that is a sort of "false" normal. The solution that comes to mind is to order the collision checks by their distance from the sphere, thereby ensuring that, in that scenario, the angled normal never even comes into play. Is this an accurate way to do this, or would that cause other problems I'm not seeing?


3D meshes for WPF (XAML)? I'm trying to make a WPF 3D game. WPF uses XAML. I'm trying to find free 3D assets from the internet. ) What format of 3D models I should be looking for, direct XAML or 3D Studio format or what? I know that there are some 3D Studio format to XAML converters, but I don't know if they really work...


matrix to transform unit cube to space defined by 8 arbitrary points I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (matrix ideally) which would transform the 8 points of a 3d unit cube to 8 arbitrary points in space. The 8 target points have no known structure. e.g My gut feeling is that a matrix is unable to provide this xform since the cube faces vertices can be concave.. but are there any other methods of transformation? Thanks!


How to convert an octree to a polygon mesh? So if I have dynamic voxel terrain data stored in an octree representation what would be the best way to go about converting the octree to a polygon mesh which I can render with OpenGL? A lot of the meshing algorithms I have found online assume that voxel data is stored in a 3D Array however for the level of detail I am using storing chunk data in a massive array isn't really an option (chunk size 64x1024x64 with each block roughly 4bytes) split into several 64x64x64 small octrees, I could make the chunk size smaller but then that means more draw calls etc. Basic searches on google for 'meshing an octree' seem to bring up lots of research on doing the inverse (converting from meshes to SVOs). The problem with using these algorithms on the octree instead of the array is that the octree has a much slower access time not to mention the time cost of copying the data from the octree representation. I have considered the possibility of converting to an RLE or spatial hashing system but these two systems both have their drawbacks especially since I plan to use the same octree when I come to implement collision detection. I would guess that it would be best to traverse down the tree rather than iterating over it like an array, but some more ideas about how I could optimise this would be appreciated.


Multiple UV coordinates in Unreal Engine Procedural Mesh Component? How can I have multiple UV coordinates per vertex in a Procedural Mesh Component? My goal is to create a UV editor. I know it is possible to generate multiple vertices per corner, as in UKismetProceduralMeshLibrary GenerateBoxMesh but that's 24 vertices instead of 8 for a simple box. Would this be a performance problem? I know that FRawMesh (used when importing an FBX into a static mesh) contains multiple UVs per "wedge" (properties stored for each corner of each face). But I don't know how to set or create the equivalent in custom mesh component (except by duplicating vertices). I know that casperjeff modified the Procedural Mesh Component plugin to add an additional UV set (as he explains here), but I don't really know how to make one UV set correspond to one face. I am looking for an efficient solution in terms of performances.


How to export 3D models that consist of several parts (eg. turret on a tank)? What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2 like format that I'm using (blender exported using a script) to include a new set of properties for a mesh that is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ) Are there better approaches? Are there formats that already include this information? Is this routine?


How do I implement real time mesh deformation, with regards to environmental damage? I would like to be able to add the following feature to my tech demo at the moment bullets hit the walls, little pieces fly out of them, as well as decals appearing on the walls. Computing power is good enough, now, so that many games have destructible environments. I would like bullets to shatter small surface segments off the wall, ideally the segments that fly off would directly relate to the hole that is left, though I don't even know if this is how it's done in commercial games. How is this done? Are there simply a number of different meshes that are swapped out as, and when, objects are hit? I assumed that this would not be an accurate enough solution. Is real time mesh deformation feasible. and if so, how is it done?


Polygon count target range for MMO being released in 2 years What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, NPC and player meshes)? I read in some places that one should not aim too low if the game will come out in a couple years because technology is always advancing. If you can give some mesh poly stats on what other current MMOs MMORPGs are running and future projections, that would be great. Thank you.


How to make low poly ground look better I'm working in Unity and have created some low poly meshes using blender. Currently, the meshes look good, but the ground seems very lacking. I am not sure how to make it feel natural or even look good in general. Here is a current image The ground needs to remain mostly flat due to the game placing flat objects on the top of the plane and the image shows the exact camera angle we are using. But, as you can see in the image, the ground is extremely lacking and it doesn't look like a ground but instead just a flat background color. I've tried textures but it does not look good with the trees and low poly design. How can I make the ground look better?


Creating a basic character skeleton from code I'd like to have a procedural system that uses a string of data to create a 3d creature. The way I've thought to do this is to use the code to generate a simple creature skeleton (I'll get to the skin generation when I have time) so I can test different source data's effect on the structure produced. How can i use a set of data to generate the simple 3d skeleton? The code would have information used to show what type of bone it was(hierarchy), the bone length, and how the bone was positioned and use this to make the model. (At least in planning, I don't know how to implement it) Edit The goal is to create creatures of different forms and skeletons. The creation will be mirrored down the spine so both sides are the same. I'd like it to be highly adaptable but I'd like to specify a max of 4 legs and 4 arms (8 limb max only 4 on ground for walking). Being able to create a basic structure for humanoids, quadrupeds, and mixes (like a centaur or biped with no arms) is the goal. I've looked for how to create a model off of the code procedurally, looking at stuff like FRep isosurfaces and metaballs, but I'm stumped on how to make it happen. I decided any progress is better that none, so I'd like to get a generator for something like an animators skeleton example to make sure I can get working structures (and later have something to work with to begin working on the animation algorithm). Sorry for the lack of information at first, I was trying to keep the question simple. If you have an idea for the creation of the structure(skeleton) or maybe even the form itself I'd appreciate the help. Thanks


MD5Mesh Calculate Vertex Normals I am writing an MD5 3D model loader to display animated models. The vertices and texcoords load in correctly, but the lighting is supposed to be smooth. I calculate per vertex normals by looping through all triangles, finding the triangle normal, and then adding that to each of the triangle's vertices' normal (follow?). Then, I normalize all the normals. This should work, but md5 declares each vertex with a texcoord, meaning that if I have a single vertex that has different texcoords for each of the faces it's attached to, it declares multiple vertices at the same position. Each of these will end up with its own normal, resulting in flat shading. Should I somehow merge duplicate vertices, or export the model differently, or do something fancy that I haven't thought of? Thanks!


3DS Max equivalent to vertex weight painting I'm working in 3ds max on models for an Iphone game project and finding that using the Physique modifier is to general for rigging. When working with so few vertices I want to be able to directly tell how much weight a bone should have on a specific vertex. Is there a 3ds max equivalent to the Softimage XSI vertex weight painting? As this would be perfect for this job. Many thanks


What are perimeter and aspect ratio, in the context of 3D mesh approximate convex decomposition? I'm trying to understand the logic behind Mamou and Ghorbel's algorithm in their paper A Simple And Efficient Approach For 3D Mesh Approximate Convex Decomposition. I cannot understand what is the aspect ratio of a surface as defined by the author. It includes the perimeter of two vertices v and w. These two vertices represent two triangles in the original mesh as they come from the dual graph as the authors define it. So I'm guessing they are talking about the perimeter of the two triangles these vertices correspond to. What is the perimeter of two triangles? Do they mean the sum? The algorithm proceeds like this Create a dual graph of the mesh, where each vertex corresponds to a triangle of the original mesh, and two vertices are connected by an edge iff their corresponding triangles share an edge. Iteratively choose and collapse an edge, so that two vertices are merged into one. We keep track of the "ancestors" of each vertex, A(v) that have been merged into it in this way. Here's where I get confused The decimation process described in the previous section is guided by a cost function describing the concavity and the aspect ratio 5 of the surface S(v, w) resulting from the unification of the vertices v and w and their ancestors S(v, w) A(v) A(w) w, v . (2) As in 5 , we define the aspect ratio E shape (v, w) of the surface S(v, w) as follows E shape (v, w) frac 2(S(v, w)) 4 (S(v, w)) , (3) where (S(v, w)) and (S(v, w)) are respectively the perimeter and the area of S(v, w) .


Simulate dirt spread (Normal distribution?) This question is technically more math related, but it has to do with a simulation so I am here first. I can post this in the math SE instead if needed. I am in the process of trying out some mesh deformation simulating the effect of sand dirt being poured in a pile (Think hourglass sand) and I am trying to determine the best way to calculate the spread instead of becoming increasingly taller. I don't intend on actually matching sand dirt physics, I just want to get my mesh to be somewhat close to the shape that pile would make as it grows. I'm pretty sure that Normal Distribution is what I want, so in my desmos graph below, think of f(x) green line as the current dirt sand piling up (where I am at in my code) and f1(x) purple line as the spread version (what I want to happen instead). f1(x) is not correct but I think it is pretty close. Essentially i need the area of f1(x) to always equal the area of f(x) but as f(x) gets taller, f1(x) gets wider and taller, but not as tall as f(x). https www.desmos.com calculator ir8if2u8qq lt a title "View with the Desmos Graphing Calculator" href "https www.desmos.com calculator ir8if2u8qq" gt lt img src "https s3.amazonaws.com calc thumbs production ir8if2u8qq.png" width "200px" height "200px" style "border 1px solid ccc border radius 5px" gt lt a gt I hope this makes sense to you gurus. If not, I can try to clarify more. Edit Also, if you open that graph, the slider for variable 'h' is the one im essentially trying to work with.


Swapping limbs between meshes I'm trying to achieve what was done in the game impossible creatures. I will have a skeleton to which I will apply different meshes to i.e. torso mesh, leg mesh, etc. I would also like these meshes to be skinned together at the joints so that it looks like an animal and not like a robot. Any ideas as to how I go about achieving this?


How do I import real world models into a game engine? What are the hardware and software tools required to import physical worlds into a game engine? Can I use a HD camera to do that? What do the popular game engines support?


How to fix a crowbar mesh deformation problem I am having a problem exporting my model to Garry's Mod. Every time i compile the model in crowbar it comes out deformed like this when the model is really suppose to look like this how do I fix this is there something wrong with the collision? I am also ready to provide whatever files information are needed to solve this problem. I should also mention that the mesh has multiple objects from each sphere that are joined but not connected. I went to the arqade for this at first but they said it was offtopic and that I should come here instead.


How can I get visually accurate collision normals with sphere collisions? I'm solving simple 3D sphere collisions by checking the sphere for overlap with a mesh, finding the nearest point on that mesh's surface to the center of the sphere, and then resolving the collision by moving the sphere out of the mesh using the normal and the penetration distance. To find the normal, I'm using the normalized vector from the nearest point on the mesh to the center of the sphere. Now I'm trying to resolve a collision where the sphere has overlapped more than one collider. How I'm currently solving it is by iterating through all the meshes and checking to see if the last correction solved the collision. In the scenario shown in the bottom image, this can cause a problem when trying to determine a collision normal. The two collisions return two different normals, as they should (Though, Depending on which collision was resolved first, the correction from the right box would solve the collision with the left box, in which case there would only be one normal). Now, mathematically, that all makes sense, but visually causes a problem. If I'm trying to determine a single normal to, say, bounce the ball off the surface create by those two meshes, any normal that takes both collision normals into effect would be inaccurate. Visually, one would expect the collision normal to be straight op, but since one of the collision normals is at an angle, I would need to somehow determine that that is a sort of "false" normal. The solution that comes to mind is to order the collision checks by their distance from the sphere, thereby ensuring that, in that scenario, the angled normal never even comes into play. Is this an accurate way to do this, or would that cause other problems I'm not seeing?


Generate Mesh of Shadow Volume Given a mesh, I want to generate another mesh that is effectively a shadow volume of this mesh. I am looking for an algorithm solution implementation reference that can do this under the following constraints I have a single, point light source. Thus Not a polygon I want hard edges faces (not soft shadows) The light source is at infinity, in fact can be assumed to by directly above the mesh. Thus The projection is actually orthographic and depends only on a single direction. I want an exact solution. The result mesh is not used for display so cannot be based on resolution dependent rasterization as many algorithms are. A naive algorithm is to extrude all mesh triangles in the direction away from the light, e.g. downward, and do a CSG union of all these extruded "prisms". The drawback here is that It does this for all triangles and not just the visible ones (how to do exact visibility?) it requires a massive amount of CSG operations which are expensive. I'm looking for a more efficient algorithm.


How to quickly create meshes that have cutouts of other meshes? I have a mesh and I would like to quickly create planes (or boxes) that have cutouts in the shape of the silhouette that mesh, but rotated at various angles. I would like to have a system to which I can feed any mesh and it will output these cutout planes, either for random or predefined rotations of the mesh. In the game I'm making, you have a 3D object, like a chess piece, that you rotate and translate to try to fit it in a hole in a wall that has the shape of the object. But the hole can be in the shape of any rotation of that object. For instance, in the case of a pawn, the hole can look like an upright pawn, so you wouldn't have to rotate the pawn at all or it could just be a circle the size of the base of the piece, so you would have to rotate the pawn so it either goes in feet or head first. I want a program to procedurally generate walls with these kinds of holes for any mesh I give it.


matrix to transform unit cube to space defined by 8 arbitrary points I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (matrix ideally) which would transform the 8 points of a 3d unit cube to 8 arbitrary points in space. The 8 target points have no known structure. e.g My gut feeling is that a matrix is unable to provide this xform since the cube faces vertices can be concave.. but are there any other methods of transformation? Thanks!


How can I select and scale an edge loop within Blender? I'm a web developer looking into game development as a hobby for fun and the challenge. I have just started learning blender 2.6. I am currently doing a tutorial at http cgcookie.com blender 2010 12 22 modeling a building at around 9 30 after making loop cuts he scales a column. I cant get the same selection as he did. he has vertices selected but selected the whole loop cut? can someone tell me how to make that selection he did. Also what setting does he use to display the dimension numbers of his selections?


Swap limbs of a skinned mesh If I have a model, such as a robot, I am able to swap its limb meshes out and replace them with other robot limb meshes by merely removing the limb mesh from the skeleton and attaching the new one to the appropriate bone. Now I want to essentially do the same thing but with a skinned mesh, say a human monster character. For example I want to swap a normal human arm for some bad ass demon arm. How do I go about doing this as I believe I need to take into account skin bone weights etc. Didn't Spore do something similar? Although my skeleton would be predefined as opposed to the ones created in Spore.


Angle between two planes I have two triangles in 3d space which share 1 edge and I would like to determine if the angle between their normal vectors is "uphill" or "downhill". In other words, if you set one flat, would the angle between them be acute (uphill) or obtuse (downhill). Hopefully that makes sense. So far I have the normal vectors of each triangle and have calculated the angle between the two triangles, however this angle is always 90 degrees. Vector3 v1 triangle1.Normal Vector3 v2 triangle2.Normal float cosAngle Vector3.Dot(v1, v2) (v1.magnitude v2.magnitude) float degAngle Mathf.Acos(cosAngle) Mathf.Rad2Deg Is there a trick I am missing that lets me determine which direction this angle is in?


3D meshes for WPF (XAML)? I'm trying to make a WPF 3D game. WPF uses XAML. I'm trying to find free 3D assets from the internet. ) What format of 3D models I should be looking for, direct XAML or 3D Studio format or what? I know that there are some 3D Studio format to XAML converters, but I don't know if they really work...


How to generate AABB, OBB Sphere from polygon soup How can I generate AABB, OOBB and Sphere from a polygon soup, where the bounding volumes are defined as follows AABB should be specified by min(x,y,z) max(x,y,z) OOBB should be specified by min(x,y,z) max(x,y,z) and a quaternion for rotation Sphere is specified as position(x,y,z) and radius


Vertex Normals, Loading Mesh Data My test FBX mesh is a cube. From what I surmise, it seems that the cube is on the extreme end of this issue, but I believe that the same issue would be able to occur in any mesh Each vertex has 3 normals, each pointing a different direction. Of course loading in any type of mesh, potentially ones having thousands of vertices, I need to use indices and not duplicate shared verts. Currently, I'm just writing the normals to the vertex at the index that the FBX data tells me they go to, which has the effect of overwriting any previous normal data. But for lighting calculations I need more info, something that's equivalent to a normal per face, but I have no idea how this should be done. Do I average the 3 different verts' normals together or what?


MeshParts Why do they exist? For my current game I'm working on I've decided to implement a custom model class to store my models in. Reasons being is that I want to make adding new models as painless as possible for the rest of the team without needing to go through the XNA Monogame content pipeline (Them having VS Dev framework installed just to compile a few models, or passing them onto me to compile every time a change is made would just get tedious further on, not to mention different timezones when testing slowing things down) To this end I've been looking at the model structure of different frameworks, XNA Monogame, SharpDX and AssImp.NET being the main ones. The structure for XNA MG and SharpDX is Model MeshCollection MeshPartCollection, whereas Assimp only has Scene MeshCollection. From previous experience in XNA, MeshParts seem kinda redundant. None of my meshes ever had more than one, and a lot of the XNA examples I've seen only ever had one mesh part per mesh. From everything I've experienced and seen, MeshParts seem redundant, surplus to requirements and just makes for an extra level of complexity (Should I use a loop, or just hardcode it to use the first element in the collection?). Is there some useful aspect of them that I am not aware of, or a particular use case or scenario where they are actually useful?


How do I implement real time mesh deformation, with regards to environmental damage? I would like to be able to add the following feature to my tech demo at the moment bullets hit the walls, little pieces fly out of them, as well as decals appearing on the walls. Computing power is good enough, now, so that many games have destructible environments. I would like bullets to shatter small surface segments off the wall, ideally the segments that fly off would directly relate to the hole that is left, though I don't even know if this is how it's done in commercial games. How is this done? Are there simply a number of different meshes that are swapped out as, and when, objects are hit? I assumed that this would not be an accurate enough solution. Is real time mesh deformation feasible. and if so, how is it done?


Point welding on generated terrain I am converting two 2D images (A Voronoi graph and a Diamond Square noise map) into a 3D object. However when finding the corner points of the Voronoi I am left with gaps, so I thought to drop these by calculating adjacency to existing nodes before creating the vertex. However no matter which algorithm for the weld I use, or the tolerance level of the distance I can't seem to get it to work. This has led me to believe I am doing something wrong. Image of the issue These gaps do not appear if I run without the weld, they are created by the weld jumping to spots, but then later welds not finding that spot. I have even tried to increment the weld distance to a maximum of 10, if a suitable node wasn't found. But this is far to aggressive and has the effect of simplifying the mesh instead and creating more gaps. My Repo for the full code is here https github.com HughAJWood TerrainGenerator private void CalculatePolys() var nodesForEdges new List lt VNode gt () foreach (var region in regions) foreach (var point in region) if (point null) continue We calculate where the voronoi node corners are, and pass them into the region var diff ColoursDifferent(point) if (diff gt 1) RenderNodePointsOnImage(point) Points are 2D, so to translate to 3D they are set to the Z property of the 3D node var node new VNode X point.X, Z point.Y Weld points within 1 unit from each other by determining if we already have one that exists then using the existing node instead A weld is calculated by determining the X,Z distance to see if we have a node stored already that is within 2 units of the node we are creating VNode existingNode Nodes.FirstOrDefault(n gt n.Adjacent(node)) if (existingNode null) Optimise node creation by skipping perlin lookup and ID iteration for only when needed node.ID VNodeId node.Y perlin.GetPixel(point.X, point.Y).R Nodes.Add(node) Mesh.ControlPoints.Add(new Vector4(node.X, node.Y, node.Z, 1)) else node existingNode nodesForEdges.Add(node) if (i gt 20) return AddNodesToMeshAsPolys(nodesForEdges) nodesForEdges.Clear() The adjacency method is currently simplified to the fact I want to ignore the height of the node. internal static bool Adjacent(this VNode a, VNode b, int tolerance 3) var distance Math.Abs(a.X b.X) Math.Abs(a.Z b.Z) return distance lt tolerance UPDATE I have tried sorting the points by distance and fuzzy distance, both sort in the correct order. Then I tried taking the first point and using that as the welding point. Same effect. I tried to average the points at the intersections at the image level and pass that back as the point every time, then weld. Same effect. Clearly there are many approaches I can take for this, the problem arises when there are 2 points close to each other on the edge of a voronoi region. Sometimes they weld and create a gap. Sometimes however in some variances of the algorithm that the points don't weld even though their X,Z coordinates are very close to each. I'm still stumped as how to approach this.


How to calculate the price for acquisition of a mobile game I searched long and hard thru the Game Dev community here and I didn't manage to find a good enough answer for a situation that I need help with. Here is the deal I've spent about a year to single handedly develop a mobile game which is a mix between MMORPG and idle battle games. Wouldn't like to go into too much depth as to which game we are talking about and who is trying to buy it but, a company I have worked for before reached out to me with a proposal to buy the game from me so they can reap the profit from it and develop it further since they are a professional game dev company while I am a single person and I can't really reach the game's full potential as far as growth and player base goes. Now the game is pretty beneficial for me since I live in a region with a very low income standard so the money I get from the game might not be much for many other people but for me, they are equal to about 1.5 2 monthly salaries (we are talking average salary for this country). That is about 600 Euros of pure profit after I pay for all the expenses. Of course, this number fluctuates depending on different events and sales I release and general user activity. It is a free to play game so the income is mostly from microtransactions for in game rare currency and special event item packs purchases. Now the issue I have is that I am not sure how to set a price for the acquisition. What feels right for me would be to calculate the potential average income from the game in the next 12 months and add to this the average salary per month for a game dev of my qualifications multiplied by the number of months it took me to develop it to its released state. That would round up to about 15k euros. When I think about it 15k euro isn't a small price to pay, but the game will pay that off in the next 1 2 years, and it might even grow much faster after they make investments for advertising and release new features and so on and so on. This means that after the second year they should be on a clean juicy profit from that deal, and that sounds good to me as well since 15k euros for me is a decent sum of money considering that the game has been running for about 14 months. And lets not forget that it has been beneficial for me for the last few months so it hasn't been always uphill. What I need really is an advice as to is this price of around 15k Euro justified and is it a good deal for both sides, since I don't want to shoot way high and blow the acquisition, but I don't want to give the game away for a low price since it really holds a lot of potential, and it is my first fully released game.


Novice Mobile Game Developers Publishing on our own or Publisher? So we are almost done with our first indie game, developed on Android. We believe that the game has potential, our graphics guy is damn good so we have some good eye candy in our game. Now we are thinking what should be our starting step? We can purchase the Google Play account and launch it on our own, but we aren't sure if we'd be able to advertise it well and get something big out of it. Or we can contact a publisher, and talk about some deal. Which one is better? What are the pros and cons of both, considering this is only our first game and we intend to make a lot more. Also considering that we're only students yet, currently in our senior year. We would love to generate some revenue out of it. What are the best ways of contacting publishers? How do we approach them and deal with them? Many thanks for your kind help!


Keep game name after complete rebuild, engine migration and change from 2D to 3D? I have published an Alpha version of a game with XNA in 2D, but I am now learning Unreal with full intention of porting the game to 3D there. I expect that in 3 months time, or less with a little luck, I will have a comparable version of the game in 3D, but I am already really close to the point where I can release some early footage. With this in mind, I am also beginning to think about the game's promotion, its IndieDB page has it listed as a 2D XNA game, but there's two considerations a) Should I change the engine, given that earlier images and uploads are still there and I haven't got a release to replace them with? b) Should I keep the name, considering that, 1) it is associated with the 2D game, and 2) search results bring up Fallout content, and the abbreviation SW is already fully associated with Star Wars? I am, in the meantime, going to try to contact IndieDB and see if I am even allowed to change the game's listing (in terms of game engine and type) and will edit the post when I have an answer.


Advertising before seeking a publisher I'm nearing competition of my first title and I'd like to seek out publishers but I'm also eager to show it off on social media. Should I hold off until I've spoken to publishers or is it mostly harmless?


Whats the best way to publish and promote an app by myself? My first little casual action android game is nearly finished. Its my first one and i dont expect any sucess. But nevertheless i want to try to publish and market it by myself. But what can i do without any bugdet? How do i attract and reach people ? Are there any tricks ? How did you published and promoted your first app game ? And what is your experience with self publishing marketing ?


Where to find market research info on adventure games? Looks like adventure games are on the rise again. There were several great releases in 2012, including brilliant and highly acclaimed Walking Dead from TellTale. Is there a market research that proves the new rise of adventure games? Bonus points for revenue estimates and such. I'm particularly interested in mobile games segment, but everything else is of interest as well.


Where can I advertise my engine, library or framework to attract users? I have just finished my hypothetical game engine, library or framework. Now, I want to share it with people who may find it useful in their projects. Where can I advertise it to gain users? By advertise, I mean to spread the word of its existence not advertise it for money.


How can I get multiple players play my multiplayer game at launch? Lets take a example of Apex Legends, it was release in February 4, 2019 and got 25 millions users in after a week (Source The Verge). I know EA is the publisher so its easy for them to market and have huge user base but what if Im new in the industry and have been funded or invested to make huge game like that but could not get million of user in such short period of time? How could I achieve something like this? How can I get a lot of players to play my game when I launch it? I thought of adding AI bots to keep the real players in until my player mass is good enough, but is that just it? Are there other options?


How can I get into the educational market? I believe that my current game project is very well suited for educational gaming so well suited, in fact, that I know of several different schools (one community college and at least one or two high schools) that have used versions of it at some time or another. And that's without any such marketing on my part. I'd like to expand on this part of the potential user base. But I have absolutely no experience in dealing with school administrations. How can I break into this market enough to be noticed? And on a side note, could marketing the game as educational kill the gamers market?


What distinguishes a free to play game from one worth paying for? There's a heck of a lot of free games available out there, some of which are as good as games that you have to pay for. My question is, what makes the difference between a game that people will be willing to pay for, and one which is best left as a free to download play online game subsidised with advertising?


What are the pros and cons to building an audience with a small, simple, free game first as opposed to focusing efforts on a commercial release There are two projects we can work on. One would be a small free game to try and get our name out build an audience. The second is our main idea for a first product. What are the pros and cons of building the small, simple, free game first instead of focusing that time effort into the main money making project.


How do you market assets that are niche but that those people definitely want? I just got done canvasing surveying developers, and it is clear that there is a market for a few niche categories of audio assets that I suspected would be useful to them. While the overall category of assets is commonly desired, it can only be broken down into separate categories, which individually are completely niche due to the wide variety of games nowadays. How can a niche but useful asset be effectively marketed to (mostly indie) game developers? It is known that there are people out there who want it, but the likelihood of a completely random individual wanting it is low. So if the asset was created, and there was low competition among asset producers for it, how could one ensure at least some of those people find it (without actually cold calling them)? I would explain in more detail, but I don't want to come off as though I'm trying to advertise anything here.


Getting Early User Feedback on Games Disclaimer It may be that I'm already doing all the "right" things, but just don't have enough traffic for it to pay off with people giving feedback. My question is how do you attract early and quality feedback into games, from end users? Ideally, I'm looking at a model where the seed of an idea comes from you (or from them, even) and you build it into a game, molding it along the lines that people tell you are best. Because you're just one opinion. And game developers have a reputation for doing weird and sub par quality stuff, sometimes. I'm currently practicing the following VIP List I have a "VIP" mailing list (mostly friends) who agreed to try out game releases and give me feedback. They seem hesitant to say anything negative, and most of them are not really gamers, just doing it because they know me and like my niche. 2 4 Week Releases I use a form of agile and release iterations every two to four weeks. This means every release is functionally small, but somewhat polished. Press Releases With every release, I also post a small "press release" post identifying the good, the bad, what's next, and screenshots (along with a link to play the latest release version). I'm not getting that much feedback. What am I missing?


Best free advertising for Facebook strategy game I have written a game for Facebook. I think the game is fun to play, although the graphic presentation is primitive since I am not a graphic artist web designer I am the only Facebook user playing the game at this time. It does not appear to appeal to FB's demographic audience who seem to prefer less complex and less challenging games. Does anyone have any ideas on how I could get the word out about my game to the proper audience while spending very little or no money?


How should I prepare for pitching a game to potential sponsors? We have developed a mobile game, and are preparing ourselves for demo day. We will be presenting our game to potential sponsors, and we are having trouble deciding how to make a quality presentation. Specifically, what are the unique challenges and opportunities in pitching a game, in contrast with product demos generally? Being developers, we are worried we might wrongly focus on elements important to developers, but not to investors. How can we go about identifying them? For demoing game play, in what situation should we consider switching to a separate app, embedding the game in a slide show, showing canned game footage, or something else?


How important is a character's sexuality when it come to audience appeal I ask because I came across this comment about putting gay characters in games The necessity of exposing the larger playerbase to the homosexual tendencies of two of its cast mates is never really expounded upon by ScreenRant. That s not to mention that only a tiny percentage of people even identify as on the LGBTQ spectrum, even according to Gallup, which puts the national average at 4.5 . So why exactly would Blizzard force the majority of their straight players to have to engage with the homosexual tendencies of two of its non straight characters? (Source) And here So what better way to get back at the core gamers who dropped one liners and zingers that have become memes of legend, than to strip away from gamers the last remaining normal character in Overwatch? Most people figured Soldier 76 would be safe. He s a patriotic military man, a hard fighting soldier with undying loyalty, and a code of honor. He s the perfect representation for what the majority of gamers like to see out of a hero. And besides, you need at least one normal sized, healthy, properly muscled straight, white male with all of his limbs intact to cater to the majority of your playerbase. Right? RIGHT?! The average male gamer typically gravitates toward a game where there s a character who looks like he can kick butt and take names, and Soldier 76 was that guy. .... The last bastion for masculinity in a game that s constantly bleeding testosterone faster than the Overwatch League bleeds viewership, (Source) It's obvious that this guy thought that 76 was straight before this. So his outrage that his face character was revealed to be gay when there was no evidence to say otherwise beforehand is pretty sad. Beyond this there is a point he makes that is interesting. Is a characters sexuality really that important? Yes most gamers are straight, but does that automatically mean that every game character needs to be straight? Or is this an appeal to the majority fallacy?


Market as a single game or as a studio? I'm creating an RPG with a theme of a hero that must restore peace to a world fallen to evil forces. It serves as an educational tool. I'm creating a promotional website for it and using other online social tools for marketing. I only have one focus to make this game as great as possible for people to learn. I've seen some companies that market themselves as their product name, like DuoLingo, and some that market as the studio, such as Strawberry Games. I don't have a game studio and have simply been marketing (FB page, website URL, etc) as the game's name, Lexicana's Destiny. Does it really matter which way I market it? If so, why?


Where to promote your indie game? Possible Duplicate Where to advertise my game? Let's say I have developed a game and I want to "get it out there". What I have in mind is open source, non commercial games. What websites do you know of where you can promote your newly developed game, rather than simply posting it on your blog?


When should I publish my Steam page? I developing my game, which still in alpha, and plan to sell it via Steam. I already applied to Steam partnership program and want to publish my 'coming soon' Steam page to start gather wishlists, but it on hold for now. I don't have any promotional material yet, but people on social media positively reacting to gifs of my game. Is it good idea to publish Steam page right now with temporary thumbnail and screenshots of current version and then change everything later? Or should I make my page appealing first?


Novice Mobile Game Developers Publishing on our own or Publisher? So we are almost done with our first indie game, developed on Android. We believe that the game has potential, our graphics guy is damn good so we have some good eye candy in our game. Now we are thinking what should be our starting step? We can purchase the Google Play account and launch it on our own, but we aren't sure if we'd be able to advertise it well and get something big out of it. Or we can contact a publisher, and talk about some deal. Which one is better? What are the pros and cons of both, considering this is only our first game and we intend to make a lot more. Also considering that we're only students yet, currently in our senior year. We would love to generate some revenue out of it. What are the best ways of contacting publishers? How do we approach them and deal with them? Many thanks for your kind help!


Is a game's world wide visibility in app stores affected by the publisher's country of residence? I've noticed on Apple Store (and I assume on Google Playstore too) I find different games and apps in France than in the US. Does this mean if my company resides in a small country and I register my game in this country, it'll only be shown to users of my country? Or is it just a matter of some settings and I can decide to be shown all around the world, for instance for American users (which is a larger market than my country), same as game producers living there? Does a game developer's country of residence influence how many downloads world wide he can reach at all? My question is about Apple Store and Google Playstore, but answers for other platforms are welcome too.


What do I risk if I name my game the same as another company? I came up with the best title for my game a title that is catchy and also indicative of the gameplay, plus there isn't any other game on the market with a similar name. But after a Google search, I found a company in another country using the same name. To put my situation better in context, imagine a game like Minecraft being in development, only to find out that there's another company called something like Minecraft Studios in a far off country dealing with digital graphics and art for media (including games). Aside from the legal aspect of it (lawsuits, cease and desists, etc.), what disadvantages would there be to have my game named the same as a company dealing in a similar field?


Money in different platforms So first of all, let me start off by saying that I am not in this to make money as of right now. I'm a novice however I would like (in the frture) to be able to earn some extra cash on the side with my games. I have several ideas for what my first game could be and then I started considering the platform on which my game should run. So I started thinking iOS amp Android mobile devices already have a built in store that everyone uses. This means that even if my game doesn't get a lot of attention (and doesn't reach the highest position on the market) everyone would still be able to find my game on the same platform. How is this possible with games made for web or even desktop? Are the chances of making money of web and desktop as big as on the mobile market?


Do I have to ask for permission to use real company logos for advertising props in the world in my sports game? I'm making a simple turn based Android ball flicking soccer game and I was thinking of creating a theme in a sports game, like soccer for example, usually had advertisement banner on walls and a bit realistic but cartoony. It is usually encountered in most sports based game in any gaming platform. I have a question regarding this topic. Is it required to ask a permission to used some recognized ad banner designed walls (e.g. Adidas, Samsung, McDonalds, etc.) to be used as props for the game field like this one for example?


How can I record my vector graphics game without blurring the graphics? A lot of people asked for a trailer for my game, because screenshots do not do it justice. I have tested PlayClaw, Fraps, CamStudio, VirtualDub, and some other minor tools none have produced a viable result. My game uses vector graphics and is designed to run at 60fps, so lossy compression of a regular screen capture video destroys the graphical appeal. How can I record gameplay without blurring my graphics and slowing down the framerate?


Which is better More puzzle apps in Store or more puzzle levels in a single app The Question Given a freemium model (ad supported with in app purchase of additional levels hints)... are chances of overall success better with a single puzzle app with lots (but varied) levels playing styles, OR... multiple apps, each app focused on a singular theme playing style? Scenario Our puzzle engine can support multiple types of puzzles based on the puzzle piece styles. While the game mechanics are roughly the same, changing the puzzle piece changes the visual aesthetic of the app and gameplay somewhat. The puzzle piece imparts a theme of sorts to the puzzle. Sorry for the lack of further specifics. I feel that multiple apps will allow us to market the different content more easily. I worry though that spreading the content over say, 4 different apps might limit the playing life of each individual app (the app content is mathematically limited). At which point you hope that cross promotion will guide your player to the additional app content. Are there any precedents here? I've assumed that with the freemium model having more apps in the pipeline is always a good thing. But having your 4 apps on a single player's device sounds challenging.


Why the shareware (not demo) model died? In the early days of the industry, instead of fighting piracy, companies let the users share their games freely, and put some nag screen or something like that on the game. Then they would sell DLC and expansions (yes, DLC is 20 years old actually P), hintbooks, cheat codes, swags, etc... Why this model died? Note I am talking about classic shareware, not the crippleware or demo crap.


How can I acquire marketing and sales data for games? I need to evaluate a marketing perspective for a videogame in order to predict its income, sold units, etc. Since this sounds like quite a bit of an impossible task, I thought I could collect some statistic for similar games in order to have an idea. Is there a way which I could figure out selling statistics about games on specific platform? For example collect statistic for game xyz available on Steam platform or game abc available on HumbleBundle. I think that could be a good practice to achieve this goal. EDIT recently was published SteamSpy, which offers a lot of statistics about games on Steam platform.


How was the world game market segmented in 2011? Is there a source (or perhaps several) presenting how was the world game market segmented in 2011 (or does anybody know themselves)? For example How many casual gamers there are? What is the total business, of which how much in virtual item sales? How many console gamers there are? How much is spent in hardware, how much in software? How many mobile gamers there are? How much is spent in hardware, how much in software? And how all above is in different regions countries?


What are the pros and cons to building an audience with a small, simple, free game first as opposed to focusing efforts on a commercial release There are two projects we can work on. One would be a small free game to try and get our name out build an audience. The second is our main idea for a first product. What are the pros and cons of building the small, simple, free game first instead of focusing that time effort into the main money making project.


How can I get into the educational market? I believe that my current game project is very well suited for educational gaming so well suited, in fact, that I know of several different schools (one community college and at least one or two high schools) that have used versions of it at some time or another. And that's without any such marketing on my part. I'd like to expand on this part of the potential user base. But I have absolutely no experience in dealing with school administrations. How can I break into this market enough to be noticed? And on a side note, could marketing the game as educational kill the gamers market?


How can I promote my game? I am a beginning indie developer, and I want to get the word out about my game. What sites can I go to to ask about reviews of my game, and where might I be able to talk about and get feedback on my game from players?


Popular genres in Asian (non Japanese) markets? From time to time I've wondered what kind of games are popular in Asia (India, China, Korea, Singapore, etc...). I hear about developers in the US and UK who outsource work there, but what goes into the games they make for themselves? Related, you hear these days about how Japanese developers have been marketing their games more for American audiences these days (with mixed success). In what ways could American developers aim their development toward Asian audiences?


Video recording and editing for game promo video I would like to screen record a beta of an RPG I've created. The format will be narration over video with the ability to edit. It's an indie game I'm marketing, so the video quality and narration need to be semi professional. I'm curious as to which video production packages are of good enough quality to accomplish this without breaking the bank (free is the best!). If there are no good packages, then separate software recommendations for screen recording, editing, and narration would be helpful! Notes I have a Mac I would rather do video recording first, then narration later with an overlay I've used Quicktime in the past, not sure if there was something better This video is for my Kickstarter campaign


Marketing my mobile game I have almost finished my game I want to upload it to Google Play and the App Store. I will make it free but with Admob advertising. What is the best way to market my app (without any app promotion companies)? Please give me a detailed explanation.


Where to promote your indie game? Possible Duplicate Where to advertise my game? Let's say I have developed a game and I want to "get it out there". What I have in mind is open source, non commercial games. What websites do you know of where you can promote your newly developed game, rather than simply posting it on your blog?