Creating Shapes using Vertices and Triangles (Research task)

I did some research over the weekend into voxel terrains (as I wanted to make a terrain gen tool) and I started getting into creating primitive shapes by specifying the vertices and triangles. When writing my tool, I didn’t want to have to the player specify a cube gameobject, instead, I decided it would be better to create the cube in code.

void CreateCube()
cube = new GameObject("Voxel");

Mesh mesh = new Mesh();

mesh.Clear(); = "Custom Cube";
mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 0), //front
new Vector3(1, 0, 1), new Vector3(1, 1, 1), new Vector3(0, 1, 1), new Vector3(0, 0, 1), //back
new Vector3(0, 1, 0), new Vector3(0, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 0), //top
new Vector3(0, 0, 1), new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 1), //bottom
new Vector3(0, 0, 1), new Vector3(0, 1, 1), new Vector3(0, 1, 0), new Vector3(0, 0, 0), //left
new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 1), new Vector3(1, 0, 1)}; //right
mesh.triangles = new int[] { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23};

cube.GetComponent().mesh = mesh;

//apply material
Shader shader = Shader.Find("Diffuse");
Material mat = new Material(shader);
cube.GetComponent().sharedMaterial = mat;


To explain the above code: I am using the bottom left as (0, 0, 0). From there, I am placing the vertices in relation to that point. So, there needs to be 8 vertices in total to make a cube (4 for the bottom, 4 for the top). Once I have created all the vertices, I need to move onto making triangles to render the faces. Each side of the cube requires two triangles, to make a square. Therefore, we need 8 triangles too. Triangles are made by specifying the order of vertices which join together. The first triangle is made for the bottom face and joins the points 0, 1, 2 (bottom left, top left, bottom right). Then to make the square, I made another triangle using the vertices 0, 2, 3 (bottom left, top right, bottom right). That will then create a square. Just repeat that for all the sides, and you now have a mesh. Just apply the mesh and ta-da! You got a cube!

When searching, I found it was fairly simple to create a cube by defining the vertices. I worked that out pretty simply, but then I ran into a problem with the triangles. I found that I was doing the vertices in different orders on each side, which would mean the triangles would need to be in different orders to make sure they are rendered from the correct side. After playing around for a while, I found that adding the triangles in a clockwise order will cause the triangle to render upwards, while adding them in a counter-clockwise order will render them downwards. This was interesting to learn as I was struggling with the faces rendering the wrong way.


I wanted to make sure that I actually did understand how all this worked, so I decided to create something more complicated: A Hexagonal Prism.

void CreateHexagonalPrism()
GameObject hexagonalPrism = new GameObject("HexagonalPrism");

Vector3[] verticies =
//Bottom vertices
new Vector3(0, 0, 0),
new Vector3(0.25f, 0, -0.5f),
new Vector3(0.5f, 0, 0),
new Vector3(0.75f, 0, -0.5f),
new Vector3(1, 0, 0),
new Vector3(0.75f, 0, 0.5f),
new Vector3(0.25f, 0, 0.5f),

//top vertices
new Vector3(0, 1, 0),
new Vector3(0.25f, 1, -0.5f),
new Vector3(0.5f, 1, 0),
new Vector3(0.75f, 1, -0.5f),
new Vector3(1, 1, 0),
new Vector3(0.75f, 1, 0.5f),
new Vector3(0.25f, 1, 0.5f)

int[] triangles =
1, 2, 0,
3, 2, 1,
4, 2, 3,
5, 2, 4,
6, 2, 5,
0, 2, 6,

7, 9, 8,
8, 9, 10,
10, 9, 11,
11, 9, 12,
12, 9, 13,
13, 9, 7,

0, 7, 1,
1, 7, 8,
1, 8, 3,
3, 8, 10,
3, 10, 4,
4, 10, 11,
4, 11, 5,
5, 11, 12,
5, 12, 6,
6, 12, 13,
6, 13, 0,
0, 13, 7

MeshFilter filter = hexagonalPrism.AddComponent<MeshFilter>();

filter.mesh.vertices = verticies;
filter.mesh.triangles = triangles;

hexagonalPrism.transform.position =;

In the code above, I did similar to the cube, but this required many more vertices and triangles. To begin with, I created all the vertices for the bottom of the hexagonal prism. Then I copied them all and shifted them up 1 unit. The order I created the vertices is:




I am unsure if this is how it would normally be done, but this made the most sense to me at the time, so I went with it. I made sure that when making the triangles for the bottom, I did it in reverse order to make sure they were facing down. Finally, I then joined the top and bottom up by using two triangles for each side of the shape. That required 12 triangles as there is 6 sides. Here is the finished product:



Overall, I feel like I understand how meshes are created a lot better. I plan to make more shapes that unity doesn’t naturally support in the coming days and then add them all to the GameObjects section so I can easily create them at will.


Self Reflection

Over the trimester, I have done things well, and have dropped the ball other times. My goal is to become a tools programmer, but I only wrote one tool this trimester. I would have liked to write more, however, I was finding it difficult to come up with tools that don’t already exist, or would make people’s lives easier. While working in unity, majority of the things you would even need is already there.

At the beginning of the trimester, I was really burnt out from a project over the holidays. I spent the majority of my holidays working on a project for a client (which I hated!) and by the time the trimester started, I was already burnt out. This was a terrible start to the trimester as I didn’t feel like doing anything for the first few weeks. This was worrying for me as I knew I was wasting time, however, there was absolutely no motivation there to do anything. After a few weeks of doing smaller loads of work, I finally found my motivation again and I got straight back into it.

The only way I can see I could have avoided this was by not doing the project. However, this was a good learning experience as these kinds of feelings arise often within the creative industry, and I just hard to learn to keep pushing until I found my motivation again. Next time this happens, I think I will handle it better as I know I will find my inspiration to make games again, I just need a little time away.

I feel like I really dropped the ball with the creation of my bot, as I implemented A* then sorta called it done. It worked well, it just wasn’t as good as I could have been. I spent a long time trying to get the A* working, and was super happy when it was working, but I never even thought of things such as tracking etc. However, I was not alone here. None of the bots really did anymore than path find and shoot. After that, I really was disappointing with my work and have since tried to put everything back into my work.

I worked on a game over the weekend as part of a 40-hour game jam. This was an really great learning experience as I decided to do it in c++ to improve my skill and knowledge. As I have never made a game by myself in c++, a lot of learning had to happen. I spent a lot of the first day setting up things in the project such as Linking libraries, setting up the window and rendering. I was using SDL for the rendering, which took a little while to actually learn how to use, but worked very well. At the end, I feel like I was much better with c++, learnt a lot about making games from scratch and I am much more comfortable with writing c++.

Throughout the whole 6 weeks of working on Dyadic, I put all my heart into it. I really enjoyed working on it the whole time and it really helped improve my skills as it is the most polished game I have ever worked on. I would always get my work done as quickly as possible, but also as high standard as possible.

My goal for the project was to make a 2d level editor. This was at the beginning when we were talking about doing tile based game. I am glad we chose a different style for the game, even though I didn’t get to make a tool. I feel like the way we took Dyadic was excellent and the art style really suited the game. It would have been really hard to create something similar to what we ended with if we used tiles.

Even though I wasn’t needed to create a 2d level editor, I managed to keep busy the whole time. I took on the role of creating the mirrors…which turned out to be a lot of a hassle. They got me down at times, but through working on these, it reminded me why I love programming. It’s that excitement, that “fuck yes, I did it” moment when you are trying to solve a problem for a long time and finally get to the solution. It’s also seeing what you created working on the screen, ready to be enjoyed by others. There is so many things I love about game development, and the project reminded me of them all.

Terrain Tool


This is the beginning of the terrain tool I am working on. Currently, it allows you to generate terrains in edit mode, but there is so much more I want to do with this. Here is a list of all the other things I want to add:

* Allow Materials instead of colours
* Allow users to supply own shader
* Make into 1 whole mesh
* Collision mesh
* Allow window to scroll as needed
* Different block size
* Presets

Everything here is done in code. I was looking at building meshes via specifying the vertices, triangles and uvs to be able to make a voxel world and it lead to this. Originally, I had it so the player would have to give a cube gameobject (hopefully!) and I would use that for the terrain. I took that unnecessary step out and just generated my own cube. It was really interesting. One problem I ran into was the order I was creating the triangles. Because I didn’t have the vertices being added in the same order on every side, the triangles were forcing it to be rendered the wrong way around. I found out the order is important after a while, and fixed it. I eventually got a beautiful cube I made which I used in the tool.

Another problem I had with the cube was the normals were all wrong. The lighting looked awful! I was really confused as I through the normals would have been worked out. After a bit of searching, I felt silly because I forgot to reset the normals. Once that was done, the cube looked just like the default unity cube. I was super happy with it. I will be using this knowledge to improve my terrain tool by making the whole terrain a single mesh rather than individual meshes. It would drastically improve the performance of it and would allow for much larger landscapes.

Dyadic Post-Mortem-ish

The development of Dyadic, a two player co-op puzzle game, is complete after 6 weeks of hard work. Dyadic is a game set in Chinese ruins where two adventures are there to collect the jade statue and bring it back to the surface. It features the two players having to rely on each other by passing equipment between one another to get to the end of the ruins. In the final room, there can be three outcomes. Both players can leave with the statue, one or the other can, or neither leave with it. Overall, I feel like the idea was a very solid one to work with.


This project was one of the most successful projects I have ever worked on. There were many contributing factors to this, but I believe the biggest was the communication. It was fan-bloody-tastic. Our team leader, Jack, set up a slack chat for us to use rather than facebook or other means. This was an excellent idea and we used it the whole project.

Slack is a chat system that allows your whole team to be involved through conversation. The main advantage is you can have many different chats called channels, where you can keep relevant information. For example, we had 10 different channels by the end, helping us keep all the information we needed sorted and easy to find. They were Art/Animation, Audio, Documentation, Game Design, General, Graphic Design, Poster Design, Programming, Random and Repository.

We were all pushed to have slack open whenever we were on the computer and it seriously helped. Being able to communicate with everyone so cleanly and efficiently anytime made getting ideas across so much easier. It also made Jack’s job of being leader so much easier by being able to get in contact with anyone within minutes, allowing him to focus more time on game design. Overall, with us spending so much time with slack open, we were able to work much more efficiently and to a higher standard as ideas were portrayed clearly and rarely needed to be completely re-done.



One of the biggest problems we had was code wise. It resided with the mirrors as every time they appeared to function as intended, someone would find something wrong with them and I would have to fix that bug, probably causing another one in the process that wasn’t obvious until another test. It was an interesting position I was in as the code was quite large and complex, so finding the errors served to be quite difficult sometimes. This had me going back tot the code every few days making small tweaks to make sure they worked in the scenario. In the end I ended up re-writing the whole system in the last week. This was because I felt it was getting to a stage where it would be better for me to re-write them rather than trying to fix them over and over. It turned out much better, with no recorded bugs by the gallery. I believe this was the best choice as I had spent a lot of time with mirrors and knew how I wanted them to work, so re-writing them was the best case. To avoid this problem in the future, I should consider the possibility of re-writing code rather than trying to fix it. Because in this case, that was definitely the best solution.

The other really large problem we had was a game design issue. We wanted the Jade Statue to be a huge focus in the game, however, we were unsure how to present that idea clearly to everyone. We did many things such as different sounds where you are holding it, you glow while holding, the other player’s lights dim when you have possession and even had really nice particles swirling around it. But still, people were leaving it behind. After going through many ideas over the weeks, I feel like we did an alright job as getting people to notice it. However, it still stumbled people as they would leave it behind. It would have been better to do a lot more play testing with different ideas to see how we could have portrayed that idea better.

Overall, the whole project was a massive success in my game. After many projects where the communication hasn’t always been the greatest, we finally found a solution that really helped and way effective. Every project isn’t perfect, and this is no exception. We had problems, but I have learnt from these once again and hopefully will benefit me in future projects.


Team Dyadic

Jack Kuskoff – Creative Director

Corey Underdown – Programming

Callan Syratt – Programming, UI

Jared Ford – Programming

Angelica Zurawski – Lead Artist

Samuel McLean – Lead Musician

Nicole Biddle – Graphic Design

Karl Mizzi -Graphic Design

Download Link (Note: You probably want a friend to play with…but it’s not necessary!):’Jade%20Dragon’