How to create random interpolated polygon shapes based Mesh in Unity?

I want to generate random Polygon (or maybe I am not using correct term) shapes as Mesh generated randomly and dynamically from script in runtime as shown in the picture attached. enter image description here

I want to use as Mesh Collider based on those procedurally generated shapes, I am using those shapes as to detect Bounds.Contains a certain gameObject’s position. I also want to assign a transparent material to those shapes, that will only be a color though or a diffuse texture with different opacity.

I have seen some tutorials on how to generate mesh from script, but it only helps me if I know the vertices positions exactly and how to adjust the tangents. I am unable to make them randomly generated. If you can help me correct the technical term used for this kind of shapes will also be useful. Or any work done before similar to this in the form of an Asset available on Unity store, or github repository. Or maybe even basic idea on approach how to research it or do it.

Changing familiars shapes while they are ”dead”

So, one of my players is a wizard with the find familiar spell and in the last session they had to deal with some hags. While they were scouting a manor one of the hags attacked his familiar and killed it. I am quite unsure about the wording of the spell, because to me it seems like when you recast this spell you get the same familiar as you had previously. I have a problem with this part of the wording: ”When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again”. Can it’s form be changed when the spell is cast again? Or does he have to cast the spell once to get the familiar back and then cast it again to change its shape? Thank you for your answers in advance.

What are the permitted shapes of a Wall of Fire?

The text of the Wall of Fire spell is found on page 285 of my printing of the Fifth Edition Player’s Handbook. The following is all the text states regarding how the wall is shaped:

[…] You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

I believe there are two reasonable readings of this text:

  1. The wall is an arbitrary shape whose length does not exceed 60 feet. As a special case, if the shape is a ring, its length is instead the circumference of a circle whose diameter is 20 feet (in other words, treat pi as 3 for the sake of simplicity).
  2. The wall has exactly two permitted shapes: a straight line up to 60 feet long, and a circle 20 feet in diameter.

I haven’t been able to find any additional clarification from official sources indicating which reading is intended, but I have found plenty of evidence indicating that different people are using both of these interpretations in play, citing indicative but not conclusive evidence outside the spell text. What is the official intended reading for this spell?

If a druid Wild Shapes and merges with a telepathic sentient item, will the item’s telepathy be suppressed?

Suppose a druid is in possession of a sentient magical item that possesses telepathy. If the druid wild shapes and chooses to merge the item into their form, will the item’s telepathy be suppressed? The rules say, “Equipment that merges with the form has no effect until you leave the form.” Is telepathy an “effect”?

Can a willing creature targetted by Animal Shapes choose to drop the animal form

The Animal Shapes spell allows the caster to transform “willing” creatures in range into an animal.

The transformation lasts for the Duration for each target, or until the target drops to 0 Hit Points or dies.

Would an affected creature be able to drop this form at will?

On one hand, the spell explicitly states only 2 events can break it (spell naturally ending, creature dropping to 0HP)

However, it could be argued the creature no longer meets the criteria to be transformed since they are no longer willing.

The spell requires concentration which also lends credibility to the idea that the willingness check may be a continuous thing.

How to maximize the number of filled grid squares in a partially filled grid with Tetris shapes

So here’s the problem:

-You are given a partially filled grid of size mxn (represented by a matrix of 1s and 0s where a 1 signifies that grid square is occupied by a block and a 0 signifies that grid square is empty)

-You must minimize the number of empty grid squares by filling this grid with Tetris shapes which are each composed of exactly 4 blocks (a block is 1×1)

What is an algorithm that can consistently do this given any mxn partially-filled grid?

Lighting not working in a 2D JavaFX game when using subtracting shapes?

So im trying to add lighting into my game. I’m using shape subtracting and unions to subtract circles (the lights) from a dark rectangle that covers the whole world. I think that its a problem with how i’m subtracting and unifying shapes, but i really don’t know. Its really just inverse clipping with multiple objects. Here’s the method with the adding/subtracting shapes:

    public static void setInverseClip(final Rectangle node, final Group clip) {         Shape union = (Shape) clip.getChildren().get(0);         for (int i = 1; i < clip.getChildren().size(); i++) {             Shape.union(union, (Shape) clip.getChildren().get(i));         }         final Rectangle inverse = new Rectangle();         inverse.setWidth(node.getWidth());         inverse.setHeight(node.getHeight());         node.setClip(Shape.subtract(inverse, union));     } 

So what this is doing is that it makes a new shape, combines it with other shapes in the group, and then it subtracts it from a rectangle.

Here’s the whole Lighting.java class:

package sample;  import javafx.scene.Group; import javafx.scene.Node; import javafx.scene.paint.Color; import javafx.scene.shape.Rectangle; import javafx.scene.shape.Shape;  import static sample.World.s; import static sample.World.worlds;  public class Lighting {     static Lightmap[] lightmaps = new Lightmap[worlds.length];     static Rectangle[] skylights = new Rectangle[worlds.length];      public static void setInverseClip(final Rectangle node, final Group clip) {         Shape union = (Shape) clip.getChildren().get(0);         for (int i = 1; i < clip.getChildren().size(); i++) {             Shape.union(union, (Shape) clip.getChildren().get(i));         }         final Rectangle inverse = new Rectangle();         inverse.setWidth(node.getWidth());         inverse.setHeight(node.getHeight());         node.setClip(Shape.subtract(inverse, union));     }      public static void calculateLighting(int wn, double skyLighting) {         lightmaps[wn] = new Lightmap();         Block[][][] world = worlds[wn];         skylights[wn] = new Rectangle();         skylights[wn].setWidth(worlds[wn].length*s);         skylights[wn].setHeight(worlds[wn][0].length*s);         skylights[wn].setFill(Color.color(0,0,0, 1-skyLighting));         for (int z = 0; z < worlds[Player.cw][0][0].length; z++) {             for (int y = 0; y < worlds[Player.cw][0].length; y++) {                 for (int x = 0; x < worlds[Player.cw].length; x++) {                     Block b = world[x][y][z];                     if (b.embID == 1) { //if the block has a torch attached to it                         CircleLight light = new CircleLight();                         light.setRadius(s*5);                         light.posX = x*s - (int)light.getRadius()/2;                         light.posY = y*s - (int)light.getRadius()/2;                         lightmaps[wn].getChildren().add(light);                     }                 }             }         }         if (lightmaps[wn].getChildren().size() != 0) {             setInverseClip(skylights[wn], lightmaps[wn]); //clips the rectangle to the lightmap         }     } }  class Lightmap extends javafx.scene.Group {}  class CircleLight extends javafx.scene.shape.Circle {     public int posX = 0;     public int posY = 0; }  /*class RectLight extends javafx.scene.shape.Rectangle {     public int posX = 0;     public int posY = 0; }*/ 

Here’s where im actually using it in the main update loop:

Lighting.skylights[Player.cw].setX(0 - Camera.getX());         Lighting.skylights[Player.cw].setY(0 - Camera.getY());         Lightmap lightmap = Lighting.lightmaps[Player.cw];         for (int i = 0; i < lightmap.getChildren().size(); i++) {             if (lightmap.getChildren().get(i).getClass().getName().equals("sample.CircleLight")) {                 lightmap.getChildren().get(i).relocate(((CircleLight)lightmap.getChildren().get(i)).posX - Camera.getX(), ((CircleLight)lightmap.getChildren().get(i)).posY - Camera.getY());             }         }         if (Lighting.lightmaps[Player.cw].getChildren().size() != 0) {             Lighting.setInverseClip(Lighting.skylights[Player.cw], Lighting.lightmaps[Player.cw]);         } 

Only one light is appearing, and it’s not in the right place

How to create isometric grid and isometric shapes Tutorial

Everything you need to know about isometric grid and shapes In this video we show you two easy ways to build step by step isometric grids in order to draw accurately isometric objects. Forwards, we follow the process of building basic isometric shapes.

For isometric and flat resources ➡️ https://isoflat.com

Isometric design is made basically of 3D objects in two dimensions, meaning that isometric drawings are not genuine 3D drawings, these are made in…

How to create isometric grid and isometric shapes Tutorial

Finding the value of x in shapes, and finding the size of each unknown angle with algebra and variables [on hold]

CHAPTER 7 – SHAPES 1. Find the value of x. a) (3x −10)° (2x−5)° (x−5)° b) c) (x + 45)° (2x+40)° (2x+10)° (3 x )° 2. Find the size of each unknown angle. 3. Determine the value of x and find the size of each of the angles represented by an algebraic expression. 4. Determine the measure of each unknown angle.

Does Visio allow a data import to actually create the shapes in a drawing?

My goal is to automatically upload software objects into a Visio diagram in a customized way to document the architecture of the application. I was looking at Visio to do this.

I am quite new to using Visio data imports. I am able to import Visio data into shapes that already exist in the drawing.

I wondered if a list of objects in Excel or SQL could be read in and cause Visio to automatically drop shapes into the drawing. I saw where Visio can create organizational diagrams which is a little bit like creating shapes from the data, but it seems like that requires a special template to operate.

I am asking if there is a more generic form of importing data to pull in shapes by their name?

I’m sorry if this is such a basic question, but I’d like to know if I should continue to look for materials/examples to do this, or if it is simply not the way Visio works.