Published on December 1, 2016 by Unity
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Being able to create 3D models and surfaces on the fly is a powerful part of the Unity API that is often overlooked. These techniques are especially useful for games and apps using procedural content but it can also be used to create more powerful tools for making hand crafted experiences. In this talk Alexander Birke (Out Of Bounds Games) describes: 1. The basics of how Unity’s mesh API works 2. Practical examples of games where he has used procedural meshes to achieve novel gameplay and aesthetics such as a 1 draw call 2D deferred lighting system, morphable physics colliders, improved line rendering and polygonal procedural levels. 3. Common strategies to assign triangle indices, the most tricky part of the process 4. General tips on achieving better performance with the mesh API for both dynamic and static meshes

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19 Comments on "Unite 2016 – The Power of Procedural Meshes"

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PLAYSTATION TV
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PLAYSTATION TV
8 months 6 days ago

Unite 2016 – The Power of Procedural Meshes

Avi Dwivedi
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Avi Dwivedi
9 months 1 day ago

Great talk, i love some of the hacks.

sebas77
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sebas77
9 months 13 days ago
Hi and congratulation for your talk. The game I am working on uses Dynamic Meshes as well. I don't need to do anything fancy, as I need just to disable and enable triangles. I could have done it either using SetVertices and SetIndices, but eventually I found out that both approaches are very slow. SetIndicies actually iterate over the whole index buffer to check if the indices are inside the bounds, making it very slow. SetVertices is even slower, because I have no way to match the Unity 3D vertex layout, therefore Unity creates the vertex layout arrays every time,… Read more »
sebas77
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sebas77
9 months 13 days ago

Alexander Birke I read that with unity 5.6 they give more freedom in messing with the low level graphic API. I think in the worst case I could write a plugin, although it won't be portable.

Alexander Birke
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Alexander Birke
9 months 13 days ago
One solution that has worked for me was splitting a large mesh up into many smaller ones so when you need to edit a part of it you don't have to change and upload the whole vertex buffer again. Instead you only change the meshes required for it. This is especially quicker if the meshes are also used for collisions since changing a mesh in that context seems to be a non linear operation. I used this for a destructible terrain for a worms like 2D game that ran well on the Ouya so it turned out to be quite… Read more »
aaa aaa
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aaa aaa
9 months 18 days ago

Is this fearure on the app store? or built in unity?

Chris Bell
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Chris Bell
10 months 19 hours ago
SeaTrainGames
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SeaTrainGames
9 months 28 days ago

OMG a good guy! I heared so much about you.

Vitor Valadares
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Vitor Valadares
10 months 9 days ago

Very nice 🙂

purpleAiPEy
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purpleAiPEy
10 months 10 days ago

Interesting talk thanks a lot

CHE6yp
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CHE6yp
10 months 12 days ago

XBone

Cesar Navas
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Cesar Navas
10 months 13 days ago

cant find "colorFromHue" 🙁

Jack
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Jack
10 months 14 days ago

woo go alex

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