I'm looking to create a 3d model of a rubiks cube and im not worrying about animations, all I want is a cube that can be rotated around. I've already implemented a sorting algorithm so once I have a 3d cube my project will be complete however I've never really gone into to 3d graphics or graphics at all with c# and was wondering the best way to do this.
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I am currently writing a 2D game in unity and whenever I build the actual game, the sprites all disappear, the player is the only thing that remains.
However, the sprites are still there, just invisible. It's not an issue of order of layer and am having trouble fixing it.
I am using SpriteShapeController.
SpriteShapeController auto shows as it having a sprite so it made me think I had a sprite already
I just made Custom Square Sprites and added them in.
When I create unity project, it does not show 3D objects:
An Quad is only visible from one side. this is also for a plane. You can solve this by rotating your camera 180 degree and look at the other side of the object. Or just place another 3D Object with multiple faces on the outside
Using the application Tiled I made a 2D tilemap for a 2D Unity game I am making. The game is very simple, and the map consisted of only some regular tiles, and some with collision detectors. When I import the map into Unity to use for my game with Tiled2Unity, the game loads fine and everything works well, except every now and then the map skips like there is a rendering lag. The jump seems to be independent of the size of the tilemap, does anyone have any idea what the problem could be? I'm happy to answer any questions about the situation.
Here is a picture, you cannot see the problem because it's not a video but here is the situation at least:
I have been poking around online about creating height maps for terrain and I really can't get the hang of it, my question is, if I create a terrain model in blender would I be able to use that in XNA, (VS2010) as my terrain?
Are there any drawbacks from doing so?
Xna support .FBX model so you can export your model from blender and use in Xna.
using-blender-models-in-xna
Blender-toXNA
but using a model that used for terrain is not good at all,as you know in each frame game engine render each object in your your camera view so if you have a large terrain it must rendered and it is not good.
so Using a model for the terrain is probably a bad idea unless the terrain is just one big square plane. You're probably going to have better luck building your terrain in code no matter what you intend the terrain to look like.you can split your terrain to small part like 512 unit.
Edited
An example of terrain in xna
A complete guide
I'm planning to draw these shapes in WPF. It's for an educational software.
What idea's do you have in how to implement these cubes and views?
I was planning at the beginning starting using canvas and draw, but I guess it will be become eternal. So I supposed if exists some library to help me drawing them?
The ability to draw 3D shapes (such as cubes) and render them from different angles is built right into WPF. From the look of your cubes, you're going to want an orthographic camera, rather than a perspective camera, because the lines composing your cubes are parallel.
You might also find the Petzold.Media3D library helpful, because it has objects like cubes built in (you don't have to write your own algorithms to build them).
Finally, you might this primer helpful in getting started with WPF 3D.
Once you have some idea of how to use 3D, it will just be a matter of putting cubes in your scene at the proper locations and positioning the cameras properly for viewing the cubes. You will probably want to keep reusing the same four camera positions: one for the "3D view", and one each for the top, side, and front views.
This should be a lot less work than trying to draw the cubes using 2D.