reckfellENGINE

Procedural geometry: choose an API

ArrayMesh, SurfaceTool, MeshDataTool, ImmediateMesh, MultiMesh and server RIDs by task.

On this page

Choose by data and update frequency

TaskAPIFit
Position, normal, UV and index arrays already existArrayMeshDirect surface creation
Emit vertices sequentially and generate normals/tangentsSurfaceToolPreparing attributed geometry
Need existing vertex/edge/face connectionsMeshDataToolTriangle-topology analysis and edits
A few frequently changing lines or trianglesImmediateMeshSmall diagnostic geometry
Many instances of one meshMultiMeshInstance3DShared geometry, individual transforms/colors
Own rendering instances without MeshInstance3DRenderingServerExplicit RID lifetime and rendering scenario

Mesh is geometry data. MeshInstance3D is an Entity that displays it. MultiMesh stores many instances; MultiMeshInstance3D displays them. Creating a resource alone neither adds it to the visible world nor creates a collider.

Surface and vertex

A mesh contains surfaces, each with attributes, primitive type and material. A vertex includes its normal, UV, color and other enabled data, not just position. UV seams and hard edges may require multiple vertices at one position. An index identifies the full attribute set, not merely a geometric point.

For Triangles, each index triple forms a triangle. Four vertices and six indices form the example quad. Winding determines its front side; normals determine lighting. Disabling back-face culling does not repair incorrect indices or normals.

Shared example setup

Use a Reckfell 1.0.0 C# project, a separate Entity3D-root level and a 640×420 base viewport. Each article lists every required file. GeometryStage3D provides only camera, light, floor and caption; the main component builds the geometry being taught. Build and run with F6.

Compute arrays separately from display when appropriate. These examples mutate Mesh, Entity trees and server instances on the main thread. Renderer readbacks and full per-frame rebuilds need measurement. Checks establish Windows/OpenGL correctness, not a promised speedup or every-platform export readiness.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
reckfellENGINE
RECKFELL ACCOUNT

Sign in

Sign in to your Reckfell account.

One account for the entire Reckfell platform.