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    Re: Seemingly insane poly counts in official games - how? —Tim McSweeney
   (...) I'm guessing it is because each in game object is a single instanced mesh that has been severely optimised rather than a collection of individual part and subpart meshes that are all being drawn regardless of whether they are visible or not (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
   
        Re: Seemingly insane poly counts in official games - how? —Stefan Garcia
     (...) Well, you're partially right, but the amount of polys per model would still be ridicilous (sp?) due to the tubes and studs still existent on the top and bottom. (URL) (...) That is an interesting idea. For BrickSpace, the game mod I'm making, (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
    
         Re: Seemingly insane poly counts in official games - how? —Samarth Moray
      (...) IIRC someone did do a mod to Simcity that turned the buildings into LEGO ones. I remember that simcity came with its own building designer, but IIRC these were somehow imported from LDraw. (I'm NOT a techie guy, and you know that, so forget (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
     
          Re: Seemingly insane poly counts in official games - how? —Stefan Garcia
      That woulda been cool to see. Unfortunately, the models in simcity are actually just image files, iirc. Thus there are no polys. -Stefan- (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
    
         Re: Seemingly insane poly counts in official games - how? —Tim McSweeney
     (...) Hmm, How many poly's in that model? and what game is it a mod for? Balancing poly budgets in games is a non-trivial problem, how you do it is very dependant on the game, how many instances of a model is the game expected to render at once? how (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
    
         Re: Seemingly insane poly counts in official games - how? —Stefan Garcia
     (...) Actually, Homeworld does exactly that. I've yet to finish texturing the first batch of 28 or 30 ships, afterwards I'll LOD em. This is my first mod, so I was unsure what the poly count guidelines should be, since I want to keep the amount of (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
   
        Re: Seemingly insane poly counts in official games - how? —Steve Bliss
   (...) One way to do this would be project rays through a model, selecting rays with random angles. Keep track of which polygons in the model initially (and finally) intersect the ray -- these polygons are visible. Repeat this process for enough (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
   
        Re: Seemingly insane poly counts in official games - how? —Tim McSweeney
   (...) Yeah, I considered that, The other way I thought of doing it is to create some sort of projection volume for each tri (Basically the halfspace stretching from the front face of the tri out to infinity), then clip that by the other tri's in the (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
   
        Re: Seemingly insane poly counts in official games - how? —Stefan Garcia
     If you were to couple those routines with the script available here, and Blender's power: (2 URLs) You would have a relatively easy way to make CG Lego sequences. It could lead to some really cool stuff, perhaps more things in the vein of the (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
   
        Re: Seemingly insane poly counts in official games - how? —Michael Horvath
   I am wondering whether you could do this: Pass a plane through a model along the X axis. Keep track of which polys intersect the plane. If these intersections then intersect with each other, they will form 2D shapes on the plane. If any of these (...) (19 years ago, 7-Jul-05, to lugnet.cad)
 

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