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What would I use to render runtime generated geometry?

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    What would I use to render runtime generated geometry?

    What would I use to render runtime generated geometry?

    My plan is to use the navmesh to generate where an actor can move to in a turn based strategy game. I think ARecastNavMesh::GetPolysWithinPathingDistance used with ARecastNavMesh::GetPolyVerts returns what I'm after (or at least will after I tweak with the shape of the perimeter). The question is, how do I render it!?

    Edit: It appears FDynamicMeshBuilder is what I'm after. No docs yet, check github source for examples.
    Last edited by TheSoySage; 03-22-2014, 12:40 PM.

    #2
    Have you looked at the UNavMeshRenderingComponent?

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      #3
      I assumed that would only deal with rendering the entirety of the navmesh. Is it possible to limit it to a given path distance?

      Edit: My aim is a free form version of the hexes in this http://www.brasshats.com/screen1.gif
      Last edited by TheSoySage; 03-22-2014, 01:33 PM.

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        #4
        Originally posted by MrBushido View Post
        What would I use to render runtime generated geometry?

        Edit: It appears FDynamicMeshBuilder is what I'm after. No docs yet, check github source for examples.
        Could tell us where exactly are those examples are located in the Github ?

        Regards,
        Mat.

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          #5
          You could have a look at this wiki article where they explain how to generate a mesh at runtime from triangles.
          Particle Editor Extension: Marketplace Page | Documentation
          Code plugin which extends your particle effect toolbox with new possibilities.


          SVG Importer Plugin: Marketplace Page | Gumroad Page
          Import SVG (scalable vector graphics) files as rasterized rendering or as multi-channel signed distance field.

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