Intro to Procedural Geometry, Part 2

If you follow me on Twitter, you’ll know that I post polls to determine the content of these tutorials! Y’all are keeping up the trend of voting for this procedural geometry series, so as requested, here’s part 2 😀

If you missed Intro to Procedural Geometry, Part 1, and you’re unfamiliar with how vertices and triangles work, I highly recommend checking out that tutorial first.

This tutorial assumes you know:

  • Basics of using Unity (creating objects, attaching scripts, using the inspector)
  • How to code in C# (or at least a similar language)
  • The high-level of how 3D geometry is represented in code (vertices and triangles)
  • How to use Unity’s Mesh API to create geometry
  • How to create a plane mesh in code

This tutorial will teach you:

  • How to create a cube’s vertices and triangles
  • How normals & UVs work (part 3)
  • How to texture procedural meshes (part 4)

Let’s get started!

Continue reading Intro to Procedural Geometry, Part 2

Procedural Sphere / Ellipsoid Tutorial

DISCLAIMER #1: Code presented here is pseudocode that does NOT necessarily reflect production Limit Theory code.

DISCLAIMER #2: This tutorial assumes you have at least basic knowledge of 3D geometry and related math.

I’ve seen plenty of tutorials for procedural spheres online, but most of them present the pseudocode (or even worse, language-specific code) for a sphere without explaining why it works. But if you want to really learn how to create procedural meshes – especially creative ones like torii or mesh warps like stellation and extrusion – it helps massively to first understand how the simple ones work.

Continue reading Procedural Sphere / Ellipsoid Tutorial