logo Use CA10RAM to get 10%* Discount.
Order Nowlogo
(5/5)

This assignment is meant to get you acquainted with the model creation through code. You will explore how to manipulate vertices, UVs, normals and indices to create simplistic models procedurally

INSTRUCTIONS TO CANDIDATES
ANSWER ALL QUESTIONS

Assignment Goals:

This assignment is meant to get you acquainted with the model creation through code. You will explore how to manipulate vertices, UVs, normals and indices to create simplistic models procedurally.

 

Grading:

This assignment counts as a portion of your homework grade. You will be graded based on your ability to make this assignment work. Further down is a list of expectations with bullet points. I will use this list to determine your final grade, with each bullet point being worth 1 point.

 

Assignment Requirements:

  • Create an empty game object and attach a new script called Chunk and do the following

  • Require a mesh filter and mesh renderer be on the Game Object (https://docs.unity3d.com/ScriptReference/RequireComponent.html)

  • Store the mesh renderer / mesh filter as variables inside the class

  • Check to see that the mesh renderer and filter exist and If they do not, attach them through scripting in your start

  • Find and download a Minecraft atlas texture for the blocks using a search engine. It should look like Figure 1 at the end of this document. Add it to your Unity project under a folder called Textures.

  • Create a three-dimensional array and populate it with random values of 0 through 4 (inclusive)

    • Air = 0

    • Dirt = 1

    • Brick = 2

    • Wood = 3

    • Ore (your choice) = 4

    • (https://docs.microsoft.com/en-us/dotnet/csharp/programming- guide/arrays/multidimensional-arrays)

 

 

  • https://docs.microsoft.com/en-us/dotnet/api/system.random?view=netframework-4.8

  • Create a method that iterates over the 3D array and checks each value

  • Create a method called ‘CreateBlock’ that will create the information for making a cube. Pass in the offset in the 3D array the block is at and the type of block it is. The offset should alter the vertices to be in the correct location. The block type should use the correct UVs to map the right part of the texture to the polygons

  • You should ‘hard-code’ the vertices and UVs for a block and use vector addition and the offset into the array to slide the vertices and UVs to the correct location

  • Determine where each of the previously mentioned blocks are on your Minecraft texture and assign UV coordinates to each (store these away for the 4 corners of your quad for use in assigning UV coordinates to your mesh)

  • If the value is 0, skip it, otherwise make sure you have the correct texture on the surface

  • The cube should generate vertices, uvs, normals and indices, which need to be combined into one final mesh

  • Make sure you attach the texture to the mesh through a material

  • When play is pressed, a series of cubes should be created that matches the random 3D array of data

    • I recommend hard coding the 3D array and then moving onto randomization after you prove generation of cubes works properly

 

Graduate Student Class Requirements:

Graduate students will complete all undergraduate portions of the assignment in addition to the following:

 

  • In the previous case, redundant polygons are created. When two cubes of the same type are drawn next to one another there is no reason to draw a dividing polygon between them. This slows down performance and creates unnecessary polygons. Instead of creating just a cube at each location, check to see if the cubes surrounding that location are empty or not. If they are the same, you should not draw that face. Consider breaking the cube method into methods for each side of the cube and checking the surroundings before drawing the face

(5/5)
Attachments:

Related Questions

. Introgramming & Unix Fall 2018, CRN 44882, Oakland University Homework Assignment 6 - Using Arrays and Functions in C

DescriptionIn this final assignment, the students will demonstrate their ability to apply two ma

. The standard path finding involves finding the (shortest) path from an origin to a destination, typically on a map. This is an

Path finding involves finding a path from A to B. Typically we want the path to have certain properties,such as being the shortest or to avoid going t

. Develop a program to emulate a purchase transaction at a retail store. This program will have two classes, a LineItem class and a Transaction class. The LineItem class will represent an individual

Develop a program to emulate a purchase transaction at a retail store. Thisprogram will have two classes, a LineItem class and a Transaction class. Th

. SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of Sea Ports. Here are the classes and their instance variables we wish to define:

1 Project 1 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of

. Project 2 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of Sea Ports. Here are the classes and their instance variables we wish to define:

1 Project 2 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of

Ask This Question To Be Solved By Our ExpertsGet A+ Grade Solution Guaranteed

expert
Um e HaniScience

883 Answers

Hire Me
expert
Muhammad Ali HaiderFinance

850 Answers

Hire Me
expert
Husnain SaeedComputer science

809 Answers

Hire Me
expert
Atharva PatilComputer science

712 Answers

Hire Me
March
January
February
March
April
May
June
July
August
September
October
November
December
2025
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
SunMonTueWedThuFriSat
23
24
25
26
27
28
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
1
2
3
4
5
00:00
00:30
01:00
01:30
02:00
02:30
03:00
03:30
04:00
04:30
05:00
05:30
06:00
06:30
07:00
07:30
08:00
08:30
09:00
09:30
10:00
10:30
11:00
11:30
12:00
12:30
13:00
13:30
14:00
14:30
15:00
15:30
16:00
16:30
17:00
17:30
18:00
18:30
19:00
19:30
20:00
20:30
21:00
21:30
22:00
22:30
23:00
23:30