If I am to make an efficient game, I must have shapes with large amounts of vertices.
What can I do to make a polygon with an unlimited number of vertices? I need the ability for terrain.
Polygons with max 8 vertices
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Re: Polygons with max 8 vertices
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viewtopic.php?f=4&t=9838&hilit=vertices
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Re: Polygons with max 8 vertices
Okay, thanks.
I found this link at that URL: http://vrld.github.com/HardonCollider/r ... plitConvex
The way my game works is going to be hard for me to make more than 1 polygon...
So does that splitConvex method allow me to make a polygon with more than 8 vertices, then use that method on it to split it up or what?
I am somewhat confused!!
I found this link at that URL: http://vrld.github.com/HardonCollider/r ... plitConvex
The way my game works is going to be hard for me to make more than 1 polygon...
So does that splitConvex method allow me to make a polygon with more than 8 vertices, then use that method on it to split it up or what?
I am somewhat confused!!
Re: Polygons with max 8 vertices
Why?Bannana97 wrote:The way my game works is going to be hard for me to make more than 1 polygon...
I think originally it's for splitting up concave polygons into convex triangles, but try it, it probably works for splitting up any polygon into smaller triangles.Bannana97 wrote:So does that splitConvex method allow me to make a polygon with more than 8 vertices, then use that method on it to split it up or what?
Re: Polygons with max 8 vertices
Why?
I am trying to make terrain in which you can dig.
When you dig, it will create 3 new points in the polygon to make an up-side-down triangle shape in the ground, so that the physics engine can walk down into it, and back up, like a real hole.
I am trying to make terrain in which you can dig.
When you dig, it will create 3 new points in the polygon to make an up-side-down triangle shape in the ground, so that the physics engine can walk down into it, and back up, like a real hole.
Re: Polygons with max 8 vertices
If your polygons will have notches cut out of them, they will be concave, so you will have to split them into convex polygons anyway.
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