NakedFury wrote:how big is it?
Gambit wrote:I think it's okay, but again a lot of limbs. Also there seems to be more than four points per polygons.
slasheree wrote:Does this look like a good bear ?
slasheree wrote:Gambit wrote:I think it's okay, but again a lot of limbs. Also there seems to be more than four points per polygons.
I can't understand what's the problem with the polygons ? Can you tell me please ? O.o
[EDIT] If it's because of it's impact in the framerate, then they could make that option (1-2D models , 2-3D models poly-limited, 3-3D models with no poly limit [but still cubic like])
Nowadays every pc has a dual core, I can play recent games at 1280x1024 with 60fps just by turning the shadows off on my 250€ pc ._.
lesliev wrote:slasheree wrote:Gambit wrote:I think it's okay, but again a lot of limbs. Also there seems to be more than four points per polygons.
I can't understand what's the problem with the polygons ? Can you tell me please ? O.o
[EDIT] If it's because of it's impact in the framerate, then they could make that option (1-2D models , 2-3D models poly-limited, 3-3D models with no poly limit [but still cubic like])
Nowadays every pc has a dual core, I can play recent games at 1280x1024 with 60fps just by turning the shadows off on my 250€ pc ._.
I also don't understand this paranoia about frame rates and polygons. Even my really old PC runs OpenArena with ease and each of the characters has around 1800 faces in it. Modern graphics cards and even software emulation can display that and much more without breaking a sweat.
If someone wants to play MT without mobs that will surely always be possible but really, sprites look really really really really lame. Especially when viewed from above.
Quake was properly 3D 16 years ago. The last time anyone used sprites in a "3D" environment was Rise of the Triads and that only worked because a person couldn't look up and down.
Gambit wrote: It's not the graphic cards or frame rates, it's the engines. Even todays games are developed this way where each polygon is build using 3 points. (:
wokste wrote:I do not think we should have 2 versions (2D and 3D models). It will be double the work to make graphics. Therefore I suggest looking carefully whether 3D models would be a major preformance leak.
As far as my knowledge about 3D goes, there are 2 mayor tasks in trawing 3D models. First of all, the poly count. Each poly has to be drawn. As most of us know, the scene already contains at least 10.000 polygons. Therefore a few extra (30 per monster) will not harm it that much. Secondly, the animations require some calcluations. I think that for a decently complex model, this will be approximately 50 openGL commands (GLRotate and GLTranslate). I don't know how much this will cost, but I guess it will not be that much.
Given some guesswork, I think the drawing performance will go down by at most 10%. Of course, this depends on many factors, such as the complexity of the models and the number of monsters. Given this, I think we should do 3D models
Gambit wrote:Lé sigh~ http://www.codeproject.com/Articles/8238/Polygon-Triangulation-in-C
slasheree wrote:Gambit wrote:Lé sigh~ http://www.codeproject.com/Articles/8238/Polygon-Triangulation-in-C
interesting O.o
Gambit wrote:slasheree wrote:Gambit wrote:Lé sigh~ http://www.codeproject.com/Articles/8238/Polygon-Triangulation-in-C
interesting O.o
What I was trying to say was the graphics card isn't the concern here, it's how the software draws the polygons. I'm not an expert in those terminologies, so it was difficult for me to explain it.
Borrowing the phrase between software and hardware; You can have the greatest hardware in the world, but if the software is written poorly, then it's just an expensive door stop.
And what I was meant to ask you was the models you made, where they triangular to help the engine draw them properly?
Example:
Gambit wrote:xD
Forgot performance issue, I'm not talking about performances. I'm talking about how scripts work.
Users browsing this forum: No registered users and 3 guests