[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.7488387 [View]
File: 182 KB, 974x729, down syndrome culter.png [View same] [iqdb] [saucenao] [google]
7488387

>>7488331
That's simple, games have to be rendered on the fly, while movies can take their sweet time.
In practice, the only polygon that can be rendered reliably in 3D is a triangle, because only when you have three vertices to work with you can be absolutely sure they're all co-planar. Which is important when you are rendering a continuous surface because you need to map texture onto a 3d shape correctly so that it looks good.
It's a best practice to use quads when working on a model so everyone does that, but those quads have to be converted to triangles at some point. Movies can figure that out at render time because they aren't rendered in real time. Game artists have to triangulate their meshes themselves (or let their software do that when exporting to a format usable by games).
Also Saturn was a massive pile of bad decisions; everybody at the time (except Sega apparently) realized that only triangles can be rendered reliably, and almost every dev rendered quads as triangles by snapping two of each quad's vertices together at all times. Which by the way made any sort of transparency almost impossible because 1/3rd of all edges would be drawn over a fuckload of times.
I think Jon Burton has made a video on the Saturn thing once.

Navigation
View posts[+24][+48][+96]