[link]Creating procedural meshes in AGK2

Started by TomToad, March 06, 2018, 14:35:59

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TomToad

Created a tutorial for creating procedural meshes in AGK2.  Threw it together quickly, so there might be a mistake or two, hopefully I made it easy to understand.  Currently, it only shows how to create a single triangle on the screen.  I'll be expanding and editing the tutorial as I get the time.
http://www.tomtoad.com/AGK2/Tutorial/ProceduralMesh/ProceduralMeshAGK.html
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8 rabbits equals 1 rabbyte.

Rick Nasher

Wow, this is really cool!  8)

You didn't publish this on the TGC-AGK forums- do you have plans for a book?
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B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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RemiD


Qube

Mac Studio M4 Max ( 14 core CPU - 32 core GPU ), 32GB LPDDR5, 512GB SSD.
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 64GB DDR5 RAM, 2T PCIe 4.0 SSD.
Microsoft Surface Pro 11 ( Snapdragon® X Elite ), 16GB RAM, 512GB SDD.
ASUS ROG Swift OLED PG27AQDM OLED 240Hz.

Until the next time.

Naughty Alien


Xaron

Unfortunately this site is gone. Is the tutorial somewhere else?

TomToad

Site's not gone, just unfortunately on hold due to COVID-19 and my prioritizing my money for more important things.  Once I am working full time again, I'll bring the site back up.

In the mean time, I have archived the tutorial to download so that you can view it offline.

https://drive.google.com/file/d/11JN6Z2JL_Z_cNOJ_BGC-lWXa-REe8pZi/view?usp=sharing
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8 rabbits equals 1 rabbyte.

Xaron

Ah thank you. I already got it working. :)

I'm porting my terrain engine (using DEM data) over from Unity to AGK.