Skip to main content
GameDev.net gamedev.net
🔒 Locked

Size does matter...

Started by ToddTT Dec 3, 2001 at 6:11 PM 2 replies 150+ views
Original Post
ToddTT
ToddTT
Well, maybe... I ran into the same question when I began using POVRAY years ago. What size do you make stuff? Basically, you can make your objects small, you just have to move the camera in closer in order to see them. Make your objects bigger, and you might have to back the camera up a little. Does anybody have a good rule of thumb or approach to deciding what size to make stuff? Thanks! Todd
Remnex
Remnex
I find that medium is the best size. I mean, too big could hurt her and too small will leave lacking pleasure...


wait a min.... I think I read the topic wrong...



------------------------------
"I''m a decorated astronaut, I don''t make those kind of mistakes."
"Oh now wait a minute. Look I''ll show ya. I''ll enter the same calculations using what we like to call ''The Right Way''."

-Rem
Zirem Software
------------------------------"I'm a decorated astronaut, I don't make those kind of mistakes.""Oh now wait a minute. Look I'll show ya. I'll enter the same calculations using what we like to call 'The Right Way'."-RemZirem Software
Colin Jeanne
Colin Jeanne
It really depends on what you prefer and the type of problem you''re working with. To use Pov-Ray as an example:

I was making a simple image and some of my objects were small because it was easier for me to design them that way. However, to make the larger image it was easier for me to scale the finished objects to a larger size so that I could get a more exact positioning without as many decimals.

Invader X
Invader''s Realm
Biggles
Biggles
When working in 3D, be it DirectX or CGI (like povray), both of which I do quite a bit of, I usually stick to one simple scale: 1.0 = 1m. In the CGI program I use these days this doesn''t matter since it has its own scale, but in DirectX everything is in floats. So make 1.0 = 1m and you''ll have a nice, consistent and logical scale. Plus it makes creating your physics engine easier to. The other advantage of this is that when exporting models from a modeller like 3DSMax that uses a metric scale (or imperial, for those among us), they will usually export numbers with 1.0 being 1m.


--------------------

Never eat anything bigger than your own head.
--------------------Never eat anything bigger than your own head.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.