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zakruti.com » Humor, fun and entertainment » Gameranx
Why do we need polygons in 3d video games?

Why do we need polygons in 3d video games?

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Rating: 4.0; Vote: 1
What are polygons, and how do they make our favorite games three-dimensional? Let's explain Tiedie: im a game artist myself and I have to say thing was pretty spot on. The idea of moving to something beyond polygons has never even occurred to me simply because of how well the system works. That being said the way we use polygons is rapidly changing. Before everything was done by hand. start with a cube, add extra edges, and morph it into your desired shape. Now most studios sculpt their assets using millions of polygons only to drastically low the amount near the final process. We are now seeing a new method in the industry. People are starting to use photo scanned object to create -perfect- models. We're quite a ways off but looks very promising. With that in mind this type of technology does nothing for stylized art, so it will never fully take over. Its amazing to see how far we've come, looking forward to what the future holds.
Date: 2022-03-21

Comments and reviews: 9


Here-s a simplified example of the -recalculation- the video describes. Imagine you need to render a circle in 2D space. You could use a true circle and record its position+radius, or you could use 1000 positions to make a polygon approximating a circle. At first glance, the first option is simpler. Now you need to put a smooth dent into the circle. That is simple for the polygon, just edit the positions. However, you cannot represent a dented circle with just 1 circle. One possible recalculation is to connect multiple circular arcs (position+radius+angle1+angle2) to approximate the dent-s curve. But at that point it-s the same idea as a polygon but with arced sides, much slower adjustments, and unpredictable memory usage.
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when talking high detail and data size your better off without polygons and instead using cartesian coordinates to generate the curves by drifting the radius of a circle to draw your curves for a very basic curved 3d model then using a 2.5d mapping(2- 2d datasets one for color the other for surface distortion) to get the finer detail. You could achieve better more realistic transformations easier with the assistance of AI with this method and it's better than using nurbs in many ways.
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im doing game art and I was wondering what the recommendation for npc poly count is, I am creating an open world game , Im planning on having large scale battles (maybe 40 or 50 npc's fighting , I was just wondering if someone could give me a rough idea of poly count for optimization. im not at that stage yet , but id rather not go through the annoyance of going through all my models and dissolving a load of edge loops, or decimating
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Basically, a 3d world is actually a 2d world made to look like a 3d world?
And in addition, every single Model/texture is made up of polygons, animation is just moving those polygons from xyz to xyz
the amount of detail in a model/texture depends on the amount of polygons that it's made up of

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More polygons means
1. More memory needed to remember those vertices
2. More processesing needed to calculate their position and manipulation happening to those vertices
3. At the end we end up buying high end graphic card with highest memory and also buying high end processor.

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Keep in mind polygons aren't the only way to represent 3D models. Voxels are another famous example. There's even 2 DOS games from the 1990s that scaled and rotated ovals instead of polygons. They're the Ecstatica series, by the way.
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I am Indian game dev myself and I make my 3d models for my game art but I haven't think about why we use polygon before.
But now I think it's the best way to make a 3-dimensional game for sure

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sadly nowadays people take high polygon counts as given and only care about resolution if it goes to graphics even tho a Low polygon model in 4K UHD still looks like crap.
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Lets be honest if you had the exact same game in polygons and an exact replica with computational power to render at molecular level we would play the latter
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