#Rendering Gears

22 messages · Page 1 of 1 (latest)

daring ingot
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I'm working on a game that involves building and simulating complex mechanisms out of gears from a mostly top down view. I'm fairly new to to 3D rendering pipelines and such.

  1. I will need a lot of different sizes and angles for gears, especially beveled ones. Should I generate them as 3d meshes, normal maps, or a combination of the two?
  2. It would be really cool to be able to render everything in a way that looks a bit like a diagram or blueprint. Do you have any tips on where I could find resources for that sort of thing, keywords to look for, or ideas to experiment with?
    I've included an example images for aesthetic inspiration.
warm flume
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No opinions for 1., but for 2. you'll need an orthographic projection and some edge detection to have that plan feel

daring ingot
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Yeah, I set up orthographic (and plan to try to tilt my non-flat gears to make them stand out a bit, but edge detection will help a lot.

warm flume
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Oh also, I'd recommend sticking with very basic shading, like just use flat colors

ornate tapir
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I will need a lot of different sizes and angles for gears, especially beveled ones. Should I generate them as 3d meshes, normal maps, or a combination of the two?
you will have to generate meshes

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normal mapping will not produce a satisfactory effect

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if your gears can all be described as a set of concentric components (hole with keyway, flat area, teeth) then it shouldn't be too complex to code that as a sort of stitched together set of cylinder meshes

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mesh generation of this sort is fiddly but not hard, in the sense that you don't have to implement any tricky algorithms

daring ingot
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Ok, thanks, thats good to know

ornate tapir
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but if you don't want "punch a hole in this gear at an arbitrary location" and just "the center is either a Hole or a Shaft" then you can code that as a specific case

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it's all cylinders/cones, except for the teeth which are a cylinder or cone that's made extra wavy

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and so you just generate triangles for each component and each connection between components, and they will all be cylinders/cones/disks-with-holes

daring ingot
ornate tapir
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so you can write one routine that generates that ring-shape with parameters in polar coordinates, and then use it lots to make many kinds

daring ingot
ornate tapir
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I would also suggest that you make a little 'playground' project to render gears, separate from your game / simulation, so you can tinker with the algorithm efficiently

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general principle of computer graphics code / procedural art: fast iteration makes it a lot easier and more fun to work on

daring ingot
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My game currently is kinda a playground already (I haven't gotten that far), but sure, thats probably a good idea

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that way I can tweak it later separately too

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The hope is that after I get all the bits to make a simulation of a naval mechanical fire control computer and mechanical watch, there will be something in there I can find to make an actually fun game out of it 😛