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 18:29:49 GMT
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Viewed:
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1656 times
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In lugnet.cad, Timothy Gould wrote:
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--SNIP--
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I hadnt thought of that. So the studs dont quite exist, the game engine
just knows where to draw them, right? Indeed, the studs dont seem to cast
shadows, though they are shaded.
-Stefan-
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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 youd need do is pass the nearest light
source and the angle to have a nice 3D looking 2D stud.
Tim
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Sorry to reply to myself but I remembered (after posting) that I had the demo
for the SW Lego game. I took a screenshot of the explosion at the start and am
almost certain Im correct.
Looking here
you can see that the studs are identical across any given surface. They are also
a little messed up on the topmost white panel (due to the perspective I think),
strongly suggesting that they are bitmaps (with transparency).
That said, the studs on the bricks closest to the camera seem to be more 3D
suggesting that a combination of methods may be being used.
Tim
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Message is in Reply To:
| | 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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