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Member Since 27 Sep 2010
Offline Last Active Aug 03 2015 12:46 AM

Topics I've Started

Why terrain mesh consists of elements of unequal size and has vertical walls?

11 August 2014 - 11:29 AM


I have created my first terrain in Unity using Heightmap.I used a heightmap created in Photoshop.


Actually the terrain looks fine. It has only two glitches:

1. On the bounds of the terrain it has vertical walls which - according to the heightmap shouldn't be there. Why such thing occured there?

2. The terrain looks like it has mesh which density becomes larger as it gets closer to the bounds. Is it normal? I am afraid that it can slow down framerate.

Below are the images.


Terrain props:

Attached File  terrain props.PNG   42.05KB   0 downloads



Attached File  HeightMap.png   580.45KB   0 downloads


Vertical walls:

Attached File  VerticalWall.PNG   484.26KB   0 downloads


Terrain mesh:

Attached File  StrangeHeightmapMesh.PNG   272.76KB   0 downloads



How do I build an real, existing city in a game

09 August 2014 - 08:18 AM

I am working on a FPS game. I want to place the action in a real city from 1810 year. I got maps from museum, and a lot of photos, data, items etc from that time. My quiestion is where do I begin to create such city in Unity. I would like to create a map based on the real 1810 map. How do I do it? I haven't found any tutorial on how to create an existing terrain/location based on a reference in Unity. All tips would be appreciated.

What is low-poly (nowdays)

14 July 2014 - 11:14 AM

For games 3d models are usually created as low-poly models. What I would like to ask - what does it mean nowdays? Low poly model 10 years ago was something absolutely different than now. However I was unable to find any hints (if that is 30 or 300 triangles for example).

I am working on my first game. I will create it in Unity, for 3d modeling I use Blender. I would be very happy if I could have graphics like in first part of game Condemned criminal origins. I would be very grateful for images containing example meshes for characters, buildings and weapons so I could just see what is general density of the mesh.




Open world game design in Unity

12 July 2014 - 11:02 AM

The game I am working on consists of just one quest, but the world required to tell the story well is huge and open like say in Fallout (so is the gameplay). It consists of three large cities having a lot of buildings with beautiful architecture (a lot of details - that is vertices). So I need to make a world in which a player can walk from one city to another (they are quite far from each other) through the forrest (and the forrest itself is also complex graphics element). At the moment I am finished with the story, the mechanics, 3d models and animations. I have chosen to use Unity 3d to implement the game.

I have never been working on a project like this and I need some advice. How to start building such world in game engine? Should I assume that game engine solves such problems internally (using occlusion culling, optimal collision detection etc) and create this huge map with all buildings and details or I rather should use things like portals (create detailed scenes locally) or other solutions. If the second case - what solutions are best in your opinion?


Thanks for any suggestions


Plugins management in application plugin system

11 June 2014 - 12:32 AM



I am working on an application which uses plugin system. There are many different kinds of plugins: data readers, plot creators, computing kernels and so on. For simplicity let us assume that only two kinds are available. My question is how to manage those plugins in the sense of registering them. Should I use some flag (read by the app at register event) inside DLLs indicating if it is data reader plugin or plotting plugin? Or maybe I should place each kind of plugins in a different folder, etc. Of course plugin management system has different interfaces and managers for every kind. How do you handle such cases?