| That's reasonable, but when would you not even want to send the 3D models? There are games that do 3D without 3D models (like DOOM, actually). Mark Guzdial |
| For prerendered sprites to achieve anywhere near the visual quality of 3D models in the general case, you would have to negate any space savings. As a point of reference, a "typical" 3D model in a game like Quake3 contains about 2000 polygons. Assuming that you need approximately 1.5 vertices per triangle (by shared vertices), that's 3000 vertices, each of which contains 3 64-bit floating point numbers, or 72k of data total. Throw in another 50k or so (very generous) for vertex pointers and attributes. Round it up to about 150k of data for a reasonable 3D model which can be rendered at any resolution. If you used skeletal animation (very common these days), there's no need for multiple copies of the model. Compare this 150k to 32 prerendered sprite frames at a (low) resolution of 64x128 in 16-bit hicolor, for a total of 524k of data. Even with the additional overhead of texture data, the model comes out ahead. John Hall |
| Hint: See "Sub Attack" on Disney Blast. It's a 3-D videogame, cross-platform, peer-to-peer networking, that uses no 3-D models. (Side note: It's implemented in Squeak.) Mark Guzdial |
| (a) is downloading into users' computers. (b) – "So we want to use Java 2, and it's not available on iMacs...:-)" Mark Guzdial |
| Nice answers, Doug! I'm guessing that y'all may not have discussed (a) in class. If you want your characters to be available 360 degrees, then you have to download 3D models. BUT, if you are only going to have certain faces visible at different sizes, you can use Flash (vector graphics system) – much smaller, easily resized. DOOM, for example, doesn't use complete 3D models for most of the backgrounds. Instead, it uses a handful of views, resizable, on planes that shrink and grow to simulate perspective. Sub Blast works the same way – subs and fish are small Flash objects in one of four positions. Easy to "fake" 3-D. Mark Guzdial |
| Andrew, your argument for matels acceptance of flash might be a little off. Barbie doll marketing is geared towards little girls so I think that the quality of the 3d capabilities would not really matter in this case. You're thinking more from the gamer perspective which is fine if you're designing a game that should appeal to someone who plays a lot of games. People who do play a lot of video games are probably not going to invest much money let alone time into a barbie video game. So, in this case I think flash will suffice. Plus you can do some amazing things with flash and you can make the 3d look pretty convincing to a little girl. Another thing that must be considered is the cost of developing such software against the market value for such software. Again, using the same argument of who the software is meant to appeal to, we can clearly see that there wont be a lot of funds which can be invested into creating a high quality 3d game. I might be wrong about all this :) , but thats just my view on the whole thing. Arkady |