Realitive size in games
#1 Members - Reputation: 140
Posted 30 July 2012 - 02:19 PM
#2 Moderators - Reputation: 4832
Posted 30 July 2012 - 02:27 PM
I think this is a Visual Arts question, so I'm moving this out of Game Design.
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#3 Members - Reputation: 1006
Posted 30 July 2012 - 04:25 PM
#4 Members - Reputation: 244
Posted 30 July 2012 - 06:37 PM
As for the size difference between projects, you can always just scale your models accordingly. It's important to keep in mind that all these values are purely relative.
#5 Members - Reputation: 3503
Posted 30 July 2012 - 10:57 PM
Once it's in your game, you can use any scale that makes sense. Some engines have their own defined scales based on powers of 2, or arbitrary made up numbers.
edit:
Some people model in character units. You take the size of the main character, and base everything around that.
Edited by Daaark, 30 July 2012 - 10:59 PM.
#6 Moderators - Reputation: 13506
Posted 31 July 2012 - 12:28 AM
If I write float length = 42; then that's just 42 "units" of length. It's arbitrary as to what units you actually use.what kind of sizes are used in most industry standard games. i mean if everything was microscopic you would never know because your down there with them, or everything could be huge. how would you know? would there be benefits of having a different size for one game vs other sizes.
I've worked on different games with different common units of measurement, such as 1unit = 1 metre, 1unit = 1 centimetre and even 1unit = 1 inch.
In recent times, the most common one I've seen used is metres.
At one company, we had some teams working in centimetres, and other teams working in metres, which was a nightmare when sharing staff/assets! At a certain point along our project, we decided to convert everything over to metres, which caused countless bugs for a few weeks, where we'd missed converting some things, which would appear 100 times too big or too small.
N.B. there may sometimes be technical reasons for some variables to use a non-standard measurement type. For example, if you're using 16-bit floats (AKA. half floats / short floats), then they have really good precision in the 0-1 range, but quite bad precision from 1-2 and above.
If you wanted to compress the vertices of a humanoid character (~2metres tall) down to 16-bit floats, then it might make sense to use the measurement of 1unit = 2 metres, just for those models only, so that you get good precision in your vertex positions. Inside your vertex shader, you could multiply every position by 2.0f to convert them to the standard 1unit = 1 metre.
Also, some games with really large scales might use multiple different units together, e.g. in a large-scale space game, you might have something like:
struct Length { float lightYears; float meters; }
or
struct Length { int gridCell; float kilometerOffset; }
Edited by Hodgman, 31 July 2012 - 12:33 AM.
#7 Members - Reputation: 4604
Posted 31 July 2012 - 01:19 AM
Most artists work with relative size and proportions to give the sense of scale(take a look at concept art, most often the silhouette of a human is added to give a sense for the scale) ,which is often by far not really realistic. I.e. the size of the human head in relation to its height gives you the impression of standing in front of a dwarf (5 head tall human) or a giant (10 head tall human, standard male human is about 8 head tall). A space battleship will feel only really huge if some small,tiny fighters are flying around it.
An other aspect is game design. It could be realistic to make a 200km long road if a human is only 2m height, but you would need hours to reach your destination, but the player would only accept minutes. Therefore ways and other proportions are shortened to have a more controlled impact on game design.
Therefore scale is really relative. From a technical point of view always take a one, and only one, scale which suits your work pipeline and other technical aspects, and think about introducing a relative scale, as Daaark already mentioned, like character units, which is not a technical or tool supported scale, but a helper to create content (create a 3x character unit tall monster).
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#8 Members - Reputation: 265
Posted 31 July 2012 - 05:00 PM
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