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idea

Started by bbxx Oct 23, 2000 at 11:53 PM 3 replies 850+ views
Original Post
bbxx
bbxx
I was thinking about how computers are advancing so fast and I thought about ideas to make games that could use all of the resources in order to keep up to date. One way I thought of was for 3d models, instead of describing them with points you could describe them mathematically with equations. Then when the game is run for the first time you can check the capabilities of the user''s computer and then create usable models from the equations with more or less polygons depending on the system. Then when faster computers come out the game will still look great. I haven''t really worked with 3d stuff yet so I''m not sure how hard this would be to impliment. tell me what you think
Matt Teiken
Zipster
Zipster
Equations? How would equations store the models (or whatever)?
Gindew
Gindew
You can represent models with wavelets and subdivision patches, which are, in a way, like equations. I can''t see rendering a polygon of a model by solving f(x,y,z) = (...)
"No army has ever marched into battle thinking the Creator had sided with their enemy." - Terry Goodkind
tployaert
tployaert
You can also use bspline and change the pitch with computer''s caps ...

Thierry
MicahJon
MicahJon
Rhino3D uses something similar to this. It describes all of its models using NURBS. When its time to render (or export) it converts the NURBS to polygon meshes using whatever detail level you wish. I''ve taken Rhino models, and by adjusting the detail, had a low res polygon model at a few hundred triangles, and high res polygon model at several hundred thousand triangles. The drawback to this is conversion time. Rhino3D can take several minutes to convert a NURBS object to a mesh object, even on my Athlon 800.

This brings up a related question. OpenGL supports NURBS. Does it perform a similar operation? How efficient are they compared to triangles?

Micah

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