World & Terrain
by Benjamin Willard · in Torque Game Engine · 09/20/2007 (11:19 am) · 4 replies
What is the most reasonable size in pixels for a 3D Max Studio using VUE type world, for a 3D like world?
About the author
#2
09/20/2007 (2:04 pm)
Okay well i have one that has 7 million poloygons, thats included with ecosystem and all of that, probably not going to be very good, so if I want it reasonable I should stay below about 100k?
#3
For a game its best to build your seen out of multiple pices that can be re-used- think of it as the STAGE for a PLAY,or a MOVIE set, both of which do not use FULLY detailed "things" with millions of finite details.
Depending on the mechanics of your 'game', you have allot of details to consider, computer speed, RAM, video power and video RAM as just a starting point. Not very many computers will be playing a game trying to push millions of polys around. Even the BEST looking games on the market use a wide variety of 'tricks' to build the illusion of such great looking graphics, and if you know HOW and where to look, you will find they are not all that HIGH poly after all.
A simple rule of thumb for computer game graphics is; the more DETAILS(more THINGS) you want, the LESS polys you use for each detail.
I try and keep every STATIC mesh in my game in the under 6000 polygon range, around 1000 for things i use allot like a Tree mesh, and upto 6000 polygon for something that may only be used a few times in one seen. Anything that needs dynamic interaction, animation, cast a dynamic shadow or receive dynamic lights; i try and keep as simple as possible and definitely under the 2000 poly range, your game engine needs to do dynamic calculations for EACH of this type of mesh's polys EVERY frame that is rendered.
If you have a vision for your game, build the 'mockup' mesh art as high poly as you want, then find someone with the skill to turn them into lower poly IN-GAME mesh art. But if this is just something your doing for fun, cut back on the poly count and increase your MESH count....
09/20/2007 (3:07 pm)
Are you making a game or a computer generated 'toon? For a game its best to build your seen out of multiple pices that can be re-used- think of it as the STAGE for a PLAY,or a MOVIE set, both of which do not use FULLY detailed "things" with millions of finite details.
Depending on the mechanics of your 'game', you have allot of details to consider, computer speed, RAM, video power and video RAM as just a starting point. Not very many computers will be playing a game trying to push millions of polys around. Even the BEST looking games on the market use a wide variety of 'tricks' to build the illusion of such great looking graphics, and if you know HOW and where to look, you will find they are not all that HIGH poly after all.
A simple rule of thumb for computer game graphics is; the more DETAILS(more THINGS) you want, the LESS polys you use for each detail.
I try and keep every STATIC mesh in my game in the under 6000 polygon range, around 1000 for things i use allot like a Tree mesh, and upto 6000 polygon for something that may only be used a few times in one seen. Anything that needs dynamic interaction, animation, cast a dynamic shadow or receive dynamic lights; i try and keep as simple as possible and definitely under the 2000 poly range, your game engine needs to do dynamic calculations for EACH of this type of mesh's polys EVERY frame that is rendered.
If you have a vision for your game, build the 'mockup' mesh art as high poly as you want, then find someone with the skill to turn them into lower poly IN-GAME mesh art. But if this is just something your doing for fun, cut back on the poly count and increase your MESH count....
#4
I appreciate your help on giving me an idea now.
09/20/2007 (3:19 pm)
We are making a game of course, more likely an MMO in a term and yes I am just trying to get an idea of how and what to do to make it as best as possible with the lowest polygon count and still look "AWESOME" if you know what I mean.I appreciate your help on giving me an idea now.
Torque 3D Owner Caylo Gypsyblood
What problem you are going to have useing one mesh for 'world' (Im assuming you mean in place of terrain?) is collision detail, light detail, the current fog system will not work correctly. If this is for some space type game, when no player interaction is needed with the world mesh object, then no problem, from space light detail will not be an issue, no need for REAL collision detail, and you can fake the 'fog' effect....