Graphics, Modeling, and Textures Computer Game Design and Development
Graphics Considerations Frame and back buffers – Avoid artifacts (jitter and visible drawing) – Swap or copy? Depth and stencil buffer Triangles – Easily interpolate – Planarity Vertices & coordinate space
Depth Bits From
Limiting What we Render View frustrum – Near and far planes Clipping Cull when possible – Render Volume Partitioning
Backface Culling
Quadtree partitioning Collision detection Outdoor visibility checking Algorithm (2D): – X/Y : consider bits – Left shift at each level in tree – When at leaf, stop
Quadtree Visualized
Graphic Primitives
Mesh as Triangle Strip
Indexed Strips
Applying Textures
Lighting
Modeling
Modeling (cont)
Using Normal Maps and Textures
Normal Maps and LOD
Level of Detail Hardware limits number of polys rendered Use high-level models when possible Drop to low poly models (LOD) when needed
Level Editing Target fixed poly count (thought allow for flexibility and customization)
Low-Poly Count Modeling
Final thoughts Major difference in modeling and using models Art & programming & level/character design Take graphics in summer!