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3 Dimensional Chat / [Feature request] It is to hard to create a mesh during runtime in AGK

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TGC_User
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Posted: 25th Mar 2018 19:07
I have used unity before and to create a mesh there are a few steps to this in unity:
1. Say where you need to place the vertices
2. Say which ones should be connected
And then you have a face/mesh.

However AppGameKit doesn't seem to support this.
It does have memblocks: https://www.appgamekit.com/documentation/Reference/Memblock.htm
But it seems different and over complicated. I tried understanding it but couldn't find anything to understand how it works using tier 2.

This is how i created a mesh in Unity:
https://docs.unity3d.com/Manual/Example-CreatingaBillboardPlane.html
It was super easy to to understand, however i don't prefer using unity for multiple reasons.

Could AppGameKit get somethings like this? It opens a world of new possibilities.
Procedural generated terrain.
Deforming meshes and such.
Many thanks
Phaelax
DBPro Master
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Location: Metropia
Posted: 25th Mar 2018 22:53
Quote: "AppGameKit doesn't seem to support this."

Quote: "it seems different"


Well, it's two different products so yea. If AGK's mesh format is the same as DBP, then shared vertices need duplicated. So in your example that showed a quad defined by 4 points, you'd have 6 in AppGameKit, 3 for each poly and yes two of the verts will have the same coordinates as others.
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TGC_User
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Posted: 26th Mar 2018 01:34
I never used DBP. That seems really inefficient i never understood how exactly memblocks work.
Thats my problem its different from how most engine do it. And i couldn't find any guides on how to use it.
AGK is different from unity yes. But the was unity does it is much more common.
TheComet
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Posted: 26th Mar 2018 13:06
There's an example on how to use memblocks in AGK: https://www.appgamekit.com/documentation/Reference/Memblock/CreateObjectFromMeshMemblock.htm
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TGC_User
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Posted: 26th Mar 2018 13:40
Problem is that it is for basic and isn't as easy as i thought converting it over to C++
Phaelax
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Posted: 30th Mar 2018 16:29
Why not? It's basically calling the same commands in C++
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TGC_User
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Posted: 27th May 2018 02:46
So i converted the easy part of the code but cant dont know how to convert the vertex part

Jack
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Location: [Germany]
Posted: 20th Jul 2018 05:33
* Create a float array called Vertex
* Create a integer array called Color
* c++ for loop with quite diffrent syntax
* add agk:: and a semicolon to all other commands


you can also use c++ structs for this, in order to name the array content, but that is optional,

everything in Tier1 has some kind of representation in c++
Search for the explicit task, how to manage it in c++

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