• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
    • By Francisco Tufr
      Hi everyone! I'm currently working on a series of books about 2D Shader Development.

      The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

      I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

      This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

      I'd love to hear your opinions on the idea and if you get the book let me know what you think.

      By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

      Hope you like it!
    • By RoKabium Games
      While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend.... 
      #gamedev #indiedev #madewithunity #screenshotsaturday
    • By vividgamer
      I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
      Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
      What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
      As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
      - Does Unity support such plugins / assets that will fulfill all my above requirements?
      - Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
      - What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
      - How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
      - Any assets I could use (for free to try basis in debug) that are relevant for my game?
      - Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
      Thanks in advance for your time reading a newbie
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity need 3d engine for deformable object simulation

This topic is 4582 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

my masters thesis title is real time physical based deformation of large manifold geometric object for non critical applications. sort of. basically, my strategy is improving dynamics of sarah f gibson's chainmail. im looking for a pretty 3d engine to visualize my simulation. pretty here means i am able to render/lit realistic human skin. other fancy stuff are welcome. plus, the engine should provide me with a basic geometry manipulating tools(such as vertex picking, arcball), performance monitoring(fps, total vertex/point displayed), mathematics library is a strong plus(matrices, verlet solver, finite element). the engine should allow me to deform the geometry. old school c languange is a plus(the ony language i really fluent with). if the engine have its physics systems or integrated with other physics library, it is a very strong plus. ive done a bit or engine researching. it seems to me there are two types of 3d engines. one for simulations and one for games. for games(game engine doesnt really provide low level acces to the geometry, imho) ogre - very nice rendering engine(shaders support). object oriented c++. has gui systems. basic performance monitoring systems(fps, total vertex). camera, picking. i dont know about mathematics library. add ons for various physic library support. huge community. lots of tutorials and article. i really like this engine axiom - c# port of ogre. static developement but continue its developement under realmforge gdk(means i cannot have axiom independently). download only using cvs which is unavailable for firewalled user like me(although i can have it under realmforge gdk distro). lack of documentation and tutorials. lack of support and community(or very small community). i dont like this engine. irrlicht - nice rendering engine. have bindings for various physics library. no advance math library. i really like this engine. great community. realmforge gdk - axiom/ogre rendering engine. integrated physics. suitable for creating mods. i dont have the general idea of low level geometric access. unsuitable for my needs. torque - the library is huge. lacks complete documentations(even for registered user). encouraged user to create mods(i dont think i am able to manipulate the vertices/or its very hard to do so). no updates for a very long time. content editin gtools havent been updated for a very loooong time. basically, its full of shit(sorry, but this is how i felt after spending 100 usd for the torque engine). why would i spend 100usd for an engine to create mods? for less than 40usd, i can purchase latest unreal tournament, and create mods with it with lots of free community asset. sdl - does it have arcball, picking, performance monitoring, math and physic library? ithink it is very primitive library. similar to directx or opengl(for rendering) directx - nice, fast rendering engine. provides scene manipulation tool. very suitable for my needs. lack physic. lack advance math library for my needs. object oriented only. various languages. great support(community, dev, tutorial, articles). really like this one. opengl - cross platform. need external library for gui, math, physics, camera, utility and stuff. veeeery easy. since it very small library compared to others, i need other library or create the basic function myself. im trying to steer clear from this library for research g3d - object oriented. provide low level access to geometry. ui, manipulating tools and stuff. physics library. math library. looks very promising. really like it. openscenegraph - huge fanbase, community support, lots of tutorials. looks very promising. coin3d - no tutorial for accessing low level geometry delta3d - rendering rely on openscenegraph. object oriented. no tutorial for accessing low level geometry. maybe method for accessing low level geometry is by using osg method? other non graphics library boost - huge collection of c/c++ library for various task matrix template library - fast matrix library any other resources, suggestion are welcome.

Share this post

Link to post
Share on other sites
I'm not sure if these engines have the features you are looking for but you should check them out.
-Neo Engine
-Crystal Space 3D
-The Nebula Device 2

The only engines I've used have been Irrlicht and Ogre. Irrlicht is really really easy to setup, and to use. Ogre was a little more difficult to set up but wasn't too difficult following the tutorials on the website. Ogre was a little more difficult to learn than Irrlicht, but it wasn't too difficult to figure out the basic features.

I know in Irrlicht you can easily do things like triangle picking and you can also create your own custom scene nodes, aswell the ability to program your own mesh loaders. However, I don't know the extent that low level geometry can be accessed / manipulated though.

Good Luck.

Share this post

Link to post
Share on other sites
actually, the most important thing i need were libraries that can do vertex/bounding picking and arcball in opengl. that is the most important thing. i do have arcball libararies and found few picking tutorials, but i would like to use more bigger libraries so that when i need other features, its just right there.

looking at various 3d engines/toolkits, i dont thing i have the time to learn another graphics framework. what do you think the easiest toolkits/libraries/engines that can do both picking and arcball?

thank you.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement