Invisible <voi### [at] dev null> wrote:
> I also assumed that scenery is always static in games so that you can
> precompute light maps
Actually nowadays games tend to use less and less precomputed light maps
and more real-time lighting. (This means that many games do not have anymore
that "radiosity" look to them, but that's usually compensated by having
fill lights and other techniques.)
But certainly at least some modern games still use them.
> occlusion data, and other stuff that makes it
> possible to draw a landscape made up of a trillian polygons without
> slowing everything to a crawl...
One feature which requires spatial partitioning is also the physics
engine. (After all, you only have less than 16 ms per frame to calculate
the physics of the entire level.)
--
- Warp
Post a reply to this message
|