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So i want to make my first game, and it is with driving. I import a car and a race mape (Lake Race Tack) from Unity Assets Store,and when i drive my car enter se mountains,rocks 'n trees. How can i make the map solid?
If you want to have solid shading, you should use the edge split modifier on the mesh. You can have it split edges that are marked sharp, by angle, or both. Make sure you check "Generate Colliders" on your mesh's import options.
I found a simple solution to this answer. Select the object you want to make solid and click "Add Component" then go to physics>mesh collider> check convex and add a material and mesh . This should do the trick.
To Make Objects Solid you need to add COLLIDERS to the objects so that the objects don't pass through each other.
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I want to write a Macro in Autodesk Revit for getting all the materials associated to the faces of my rooms and then write them as values for predefined Shared Parameters. Is there a way to achieve this with C#?
Also I'd like to have the walls faces according to the cardinal position (North, South, West, East).
Any hint about it will be very appreciated.
I would suggest raising separate threads for different questions.
Regarding the wall faces facing cardinal positions, please refer to the DirectionCalculation FindSouthFacing Revit SDK sample.
Start with Revit Lookup to research the right way to write a filteredelementcollector.
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My problem is simulation of soft object deformation on user interaction, like when you touch ball with sand inside it deformes its edges in spots you press on ball. How can I achieve it in Unity3D?
Soft body dynamics is a very complex topic, which is why most physics engines constrain themselves to rigid body dynamics. I am pretty sure that no one on StackOverflow is going to code this for you. There are some commercial solutions for Unity though, Obi Softbody and Truss Physics to list a couple.
Here is a cheaper but probably less feature complete option:
https://assetstore.unity.com/packages/tools/physics/b-soft-body-deformation-53378
There are many different ways for simulating soft body physics, one common way is to map the vertices to a lattice of points (with some weight), and then simulate spring contraints between the lattice points. These types of lattices are probably best simulated with verlet integration.
Here is a research paper on lattice shape matching.
Here is another paper on pressure models.
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I was following this tutorial:
https://www.codeproject.com/tips/357063/a-very-simple-car-race-game-in-csharp-and-opengl
Determining place in this game is trivial, as the cars only move in one dimension on a straight line. How would it be done in more generic maps with the cars moving in more than one dimension?
EDIT:
By place, I mean 1st, 2nd, 3rd place, ad nauseum.
How do you determine which car is closer to finishing than the others?
In 3D Racing Games, how is place determined?
By that I assume you mean position.
If so by a simple scalar quanity.
Cars on a 3D race track in a computer or reality, are still constrained to being on a "road". Assuming no intersections, you can ignore the third dimension. Because a track is a loop, you can also unwind it and any point on the path can be a scalar value between 0 and 1 with:
0 being the start of the track
0.5 half-way along; and
1 reaching the start again
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And is that possible for Unity3D to do the same thing like Opengl to draw the vertices on the screen?
What I want to do is to migrate a XNA project to Unity environment in order to make it cross different platforms.
Maybe using Meshes will do the work for you :)
You can render meshes consisted of vertices & normals & uvs & indices.
Click here for the documentation
If you must have custom rendering there are GL and Graphics classes you can use. Render to texture is possible too. In Unity, code is usually written in class that inherits MonoBehaviour and it has Start, Update (once per frame), FixedUpdate (physics) and other callbacks for you to use.
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I am implementing 2d-bin-packing algorithm in canvas. My task is to place rectangles as optimal as it can be on a canvas.
the following shows how to do it:
http://incise.org/2d-bin-packing-with-javascript-and-canvas.html
BUT, it starts with the origin. I would like to tell the algorithm where to put a rectangle and that the next one not to be on top of him.
What should be changed in the code?
Is there another algorithm to use for it?
I know a better algorithm(in terms of compactness, not speed) than the one you linked to is called MaxRects.
This was my implementation of it in C++. While not fast, it was very effective at packing compactly.
This is a pdf discussing and comparing all sorts of algorithms in terms of both time and compactness.
EDIT:
I threw together an example of an image packed using MaxRects .