RE: [Algorithms] CLOD vs Static landscape?
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From: Tom F. <to...@mu...> - 2001-03-16 17:45:16
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No, the two are NOT identical. What he said was that popping ruins gameplay (not just for FPS games, but I agree the problem is worst in them), and he's absoloutely right. What does _not_ ruin gameplay is smoothly degrading quality while avoiding popping. Which is whay you would use some sort of continuous-LoD method, rather than a static-LoD one, even though static-LoD can obviously pump polys better. I guess we just disagree on what constitutes "popping". If it pops, it's bad CLOD - don't do it. There are very few games around with good CLOD algorithms - most still pop. But there are some good exceptions (ProjectIGI's landscape is rather good, though I still think their tesselation is too low in the forground - you could get better). Tom Forsyth - Muckyfoot bloke. What's he up to now? http://www.muckyfoot.com/startopia/cam.html > -----Original Message----- > From: Javier Arevalo [mailto:ja...@py...] > Sent: 16 March 2001 16:45 > To: gda...@li... > Subject: Re: [Algorithms] CLOD vs Static landscape? > > > From: "Daniel Vogel" <66...@gr...> > > > > > but IMO popping is never as bad as having a game which > can only run on > > > > Disagreed. Popping completly ruins gameplay as it draws away your > attention > > and you can't focus on moving things that are worth your attention > (enemies > > ;)) - yet again talking about FPSs. > > > "Popping Ruins Gameplay"... > The same could be said for highly-detailed environments. > > Which if you think about it, are the reason one would need > LOD at all. Wait > a second, did you just advocate not worrying too much about > LOD and simply > pump all the polys to the card? > > Sorry about the irony, it's not meant to harm... you are > quite right, the > "best" terrain-engine architecture depends on the specifics > of the game, not > on some "generic" goodness criteria. > > Javier Arevalo > Pyro Studios |