Subject:
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Re: Seemingly insane poly counts in official games - how?
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Newsgroups:
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lugnet.cad
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Date:
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Wed, 22 Jun 2005 09:48:52 GMT
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Viewed:
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1398 times
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In lugnet.cad, Stefan Garcia wrote:
> Hi y'all,
>
> I'm just curious if anyone knows how Lego gets away with their models having
> studs and tubes and everything in their games? It seems like the poly count
> would be unplayably ridiculous.
>
> -Stefan-
Hi Stefan,
My guess is that the studs are a special primitive which is just attached as a
bitmap. A cylinder is very quick to render and so a simple routine to map an
angle to a cone bitmap which is then added in the right place wouldn't be too
hard to write and would be quick to implement. It could be done by a method
similar to the way some games render complex trees.
I don't have the game but do the studs cast shadows? Mind you, in rendered
graphics it probably isn't too hard to make a shadow of the bitmap anyway as you
wouldn't notice the difference.
Tim
Tim
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