Damage Flash Source | VFX | Unity Asset Store

Get the Damage Flash Source package from Edentec and speed up your game development process. Find this & other VFX options on the Unity Asset Store.

Low poly pirate crew generator | Characters | Unity Asset Store

Get the Low poly pirate crew generator package from Neewt and speed up your game development process. Find this & other Characters options on the Unity Asset Store.

Real World - Elven Swords | 3D Weapons | Unity Asset Store

Elevate your workflow with the Real World - Elven Swords asset from SilverDelivery. Find this & other Weapons options on the Unity Asset Store.

Desde hoy la comunidad mundial de Meshtastic nos ha creado un sub-espacio en
Matrix, para la comunidad de habla-hispana.
El Espacio Matrix: #spain:meshnet.club
y de momento tenemos esta sala #meshtastic-spain:meshnet.club
con el tiempo pondremos mas para cada ciudad y region!
#meshtastic-spain #meshtastic #hackers #hacking #radio #decentralization
#culturahacker #meshes #reticulum

#GameDev #ComputerGraphics #Normals #Meshes I am already well familiar with the concepts of vertex and face normals, and I know ways to calculate them for simple, or even quite complex cases. Simple being all smooth, or all facetted. Moderately complex being where we have some sharp and some smooth edges, maybe based on an angular threshold, and can share or split verts/normals accordingly.

But... but... what do we do when the mix of sharp and smooth edges is ambiguous, like in the picture. The red edge is sharp and the three blue ones are smooth, so how do we treat the 4 polygons where they meet at the vertex? There is no clean division between polys which connect smoothly and ones which should be separate rotating anticlockwise from A to D, all the edges should be smooth, so A should share a normal with B, and thus with C and eventually D, but going the other way, from A straight to D, we'd like the line to be sharp and we'd like them not to share. Obviously we can't have both. It's a puzzler...

πŸ›οΈ Da die Frage mehrfach aufgekommen war: Wir haben in #NFDI4Objects eine Arbeitsgruppe zu #3DAnnotation.

ℹ️ Weitere Informationen sind hier zu finden: https://www.nfdi4objects.net/portal/twgs/3d-annotation/

#nfdi #nfdirocks #3DDaten #3D #Meshes #WebAnnotationModell #Kulturerbe #heritage #digitalheritage #DHd2025 @hubertmara @kacebe

3D-Annotation von Meshes mit dem Web Annotation Data Model

NFDI4Objects

Added spline-to-spline mesh deformation. 🌢 Vertices mapped by distance to splines & their pose + twist. Useful for other procedural generation like tree branches, flowers, plants ☘️🌴🌲πŸͺ΄πŸŒ³ etc. And it's really fun ^^

#godot #procedural #indiegamedev #gamedev #indiedev #splines #meshes #deformation