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Greedy Meshing algorithm for Unity 3D

This project is a library (API) that I need to have access for in Unity 3D C# or C++ (If developed in C++ I can handle the front end of generating new meshes, I just need the vertex positions and order). This tool needs to remove faces of cubes and combine faces that can be combined to lower face / poly count in a scene.

Requirements:

-Remove any faces that are culled, two cubes (the faces are touching and not seen in the scene).

-Remove and create a new face for 2 or more faces that are side by side using greedy meshing.

If needed I can use a custom 'cube' class instead of creating a unity cube primitive. The picture provided explains in 2D how a group of squares can be remeshed into the faces I am requesting.

Example Video:

[login to view URL]

If you have any questions please feel free to message me, if you're interested please send me a quote and how long it will take you.

Regards, Wesley.

Example image: https://blackflux.files.wordpress.com/2014/02/mono-internal-edges-fixed.png

Kĩ năng: .NET, Lập trình C#, Lập trình C++, Unity 3D

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Về Bên Thuê:
( 0 nhận xét ) Canada

ID dự án: #16716547

4 freelancer đang chào giá trung bình $269 cho công việc này

waleedmm

Hi, I've read your description and searched about details of greedy meshing of voxels, I've found this article: [login to view URL] with a demo here: [login to view URL] Thêm

$172 CAD trong 14 ngày
(34 Nhận xét)
4.9
solomoncandy

So would you be able to provide the complete vertices, edges and faces to the c++ input function? And my function will return the reduced vertices, edges and faces? I can give this a try. I have been wanting to work Thêm

$250 CAD trong 20 ngày
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1.7
supersuntech

A proposal has not yet been provided

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marartb4CPP

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