I'm working on a math game where the numbers (0-99) are used for the questions and the answers (like standard billiard balls, but they only go to 15 normally).
So, I'm thinking it'd be a lot smarter to generate at -least- the numbers programmatically rather than modelling 99 different balls in 3DSMax or similar.
I'm working in C#/XNA but can handle an explanation in DX11/C++ as well.
I'm not looking for code, but rather an approach: sort of a bullet list that would look like this (if this were anything close to correct):
Perhaps there's a magic way to take a texture and wrap it around a sphere without any distortion, and then I could just generate textures and stick 'em on the spheres. But as you can guess, I don't know which way to go here.
Thanks for any direction!
If you're looking to tackle it with XNA / MonoGame / ANX, the approach really depends on whether you're using the Reach profile or HighDef profile.
With the reach profile, I'd suggest:
With the high profile, it's a case writing a pixel shader that:
(I'd suggest rendering the number texture using a similar technique to the Reach profile example. Rendering text is a pain so may as well take advantage of the inbuilt stuff where possible). There is an re-colouring example provided by the (former) XNA team at http://create.msdn.com