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 16:37:09 GMT
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Viewed:
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1531 times
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In lugnet.cad, Timothy Gould wrote:
> 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.
I hadn't thought of that. So the studs don't quite exist, the game engine just
knows where to draw them, right? Indeed, the studs don't seem to cast shadows,
though they are shaded.
-Stefan-
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Message has 1 Reply: | | Re: Seemingly insane poly counts in official games - how?
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| --SNIP-- (...) The shading and drawing could be done only once per angle (three total in the picture you gave before). Since the shading depends only on the relative angle of the stud and light-source all you'd need do is pass the nearest light (...) (19 years ago, 22-Jun-05, to lugnet.cad)
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Message is in Reply To:
| | Re: Seemingly insane poly counts in official games - how?
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| (...) 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 (...) (19 years ago, 22-Jun-05, to lugnet.cad)
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