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number of polygons

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Think about it; the question cannot be answered. Yes, some characters have up to 15k polys, but how much can be done depends entirely on the type of game and its environment. A 2-player fighting game which only shows an arena and two charactes can get away with much more polys-per-character than a game in which the user navigates through an animated croud in third-person. Really, it depends.

Illco

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Guest Anonymous Poster
Yeah! It is similiar question to: How many words make a good novel?

Mr. Creamy

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Quote:
Original post by Illco
Think about it; the question cannot be answered. Yes, some characters have up to 15k polys, but how much can be done depends entirely on the type of game and its environment. A 2-player fighting game which only shows an arena and two charactes can get away with much more polys-per-character than a game in which the user navigates through an animated croud in third-person. Really, it depends.

Illco



The problem is that when placing a personage with 15k polygons in the screen, the game is slow. It has as to optimize this?

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Fabio i dont know where ur coming from or your skill level on the matter but LOD is the way to go.

With LOD i render a terrain map (@30K-60K) polygons so that its looks just as nice as when rendered using the HIGHEST TESSELATION which is 1M polygons.

What you could do is have a LOD for your models say High,Medium,Low and then for the terrain and everything.

Now the LOD is set by the distance from the camera or rather the amount of pixels its going to consume on screen.

If the FPS is to low you can simple lower your LOD Coefficient thus forcing all models near and far 1 detail level down.

Quake3's Maps had 15K Polygons and when you enabled the shading this can be greatly increased by multiple passes if u dont have Multitexturing.

Also you will need some proper Culling (which is simple the art of drawing only that which will have relevance on the screen, ie the player behind u doesnt need to drawn at all)

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