r/meshyai

▲ 13 r/meshyai+4 crossposts

Learn to play Mythras & play test my latest dungeon! [Free One Shot! -Paid Campaigns] [Fri 4/24 | 4PM PST] [Tabletop Simulator]

u/Maze_C0ntr0ller — 1 day ago
▲ 32 r/meshyai+8 crossposts

My First Attempt at a SeeDance 90's cheese-pop!!

Had some free credits within Meshy and was able to get this one going. No real consistant character option so I had to 'cheat' by uploading an image of all the characters in on sheet and then making a scene, which was rather limiting and prone to error. Ran out of credits before I could finish the song, but this was only a draft anyway. The full songs can be found on my profile if anyone wants some more of the kitties!

u/SlaughterWare — 2 days ago

How to get from Meshy.AI generated figure to a tabletop boardgame figure?

u/ZippyDan — 2 days ago
▲ 2 r/meshyai+1 crossposts

Technical writeup: Multi-path wave system using Catmull-Rom curves

Wanted to share the path system i built for my tower defense game. the challenge was supporting single, double, and triple lane maps with enemy distribution across paths.

basic setup:

  • levels 1-5: single path [100%]
  • levels 6-10: double path [50%, 50%]
  • levels 11-15: triple path [40%, 30%, 30%]

using CatmullRomCurve3 from three.js for smooth paths:

const curve = new THREE.CatmullRomCurve3(points)
curve.curveType = 'catmullrom'
curve.tension = 0.5

the tension value of 0.5 gives a good balance between tight corners and smooth curves. higher tension = sharper turns.

path mesh generation:

instead of just drawing a line, i generate an actual mesh for the path so players can see where enemies will walk. sample 100 points along the curve, calculate perpendicular vectors for width, and build a custom geometry.

enemy path assignment:

when spawning a wave, each enemy gets assigned to a path based on the distribution percentages:

const roll = Math.random() * 100
let cumulative = 0
for (let i = 0; i < pathDist.length; i++) {
  cumulative += pathDist[i]
  if (roll < cumulative) {
    enemy.pathIndex = i
    break
  }
}

enemies store their path curve reference and progress along it (0 to 1) each frame.

movement calculation:

const moveDistance = speed * dt
const pathLength = enemy.pathCurve.getLength()
enemy.pathProgress += moveDistance / pathLength

const pos = enemy.pathCurve.getPointAt(enemy.pathProgress)
enemy.mesh.position.copy(pos)

using normalized progress (0-1) instead of distance makes the math cleaner.

models for the game came from Meshy AI, but this path system would work with any assets.

demo: https://games.xgallery.online/tower-defense/

u/Top-Cardiologist1011 — 4 hours ago

🎨 GPT Image 2 is now LIVE in Image Workspace!

A powerful new model has arrived in Meshy Image Workspace.

Precise prompt following. Rich visual detail. Pixel-perfect text rendering.

GPT Image 2 is a great starting point for your 3D creations.

u/Meshyai — 10 hours ago

Could anyone do me a solid and maybe download this for me? This is legit the only good one ive got from multiple sites and I dont have the subscription, tysm if anyones willing

u/Unfair_Diver_187 — 7 days ago