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Why is it in 2017 we still don't have perfectly spherical

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Thread replies: 27
Thread images: 6

File: ball.png (75KB, 268x276px) Image search: [Google]
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Why is it in 2017 we still don't have perfectly spherical objects in games? I know it's because they're made of triangles, but why does it have to be like that? Why don't developers just model a ball instead of a bunch of triangles in the approximate shape of a ball?
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>>384854939
>Why don't developers just model a ball instead of a bunch of triangles in the approximate shape of a ball?
They are, they're just telling the computer to simplify the mesh
>>
tard
>>
>>384854939
because GPUs are made to deal with triangles, is the building block of everything
there are other stuff like metaballs
https://www.youtube.com/watch?v=YRlIdNT3w7M
but just like voxels there's lots of problems if you want it to interact with light, collided with things etc
I do think they are too conservative with spheres and wheels tho, they are wayy to fucking lowpoly even on modern games, they could get away with more polygons, but after so many years modelers are probably just hardwired to never do spheres or circles
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>>384854939

because a ball requires an infinite surface which requires infinite graphics
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>>384854939
Game developers are shit.

The standards for coding are a lot lower in games than in other industries.
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>>384854939
make a ball with enough trangles and your eye wouldn't be able to tell the difference.
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File: Mribubble.png (67KB, 209x183px) Image search: [Google]
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lmao bruh u are so dumb we had spheres in video games since mario 64
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>>384854939
I take it you failed 5th grade math?
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>>384858276

Pretty sure those eyeballs are sprites, not polygons.
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File: 1489975217543.jpg (492KB, 1099x1099px) Image search: [Google]
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>>384854939
At the end of the day, whatever geometry you have is just going to be processed by the pixel shader.
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>>384858482
>sprite
>but it has highlights and shadow
okay bruh whatever you say
>>
>>384854939
balls in video games take up polygons
to have a truly smooth ball, you need so many polygons that your eyes can't see the jaggy edges.
but too many polygons means you overload the VRAM which means shit performance or crashing
>>
Isn't kirby pretty much a perfect sphere in sm4sh?
>>
>>384856289
Bullshit.

It requires only enough polygons so it isn't visible to the eyes anymore and that is FAR less than infinite.

Example: Draw a perfect circle with your pen. Can you see edges? No. Is the curvature infinite? No.
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>>384859020
OP is talking about perfectly spherical objects tho
>>
>>384859020
alright so how about u stop being a fucking racist, cunt

this isnt /b
>>
>>384859020
It's a real waste of tris to get perfectly smooth spheres by geometry alone. Unless your sphere is extremely low-poly, you can usually make it work with shading tricks.

As with most things in gamedev though, good enough is good enough. Time and resources you spend on making each ball on a pool table look perfect is time you could be spending elsewhere for greater effect.
>>
You actually can do true spheres in 3d graphics, you use splines as a base instead of polygons.
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File: image.png (158KB, 320x240px) Image search: [Google]
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>he didn't buy the one console capable of this kind of rendering
>>
>>384859020
This actually
Micropolygon displacement is a thing, you can intelligently create a vert at every pixel, it's about as close to a genuine sphere in 3d as you can get.

Now, it wouldn't be good for games, but for general 3d work or animation, it's very good.
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File: perfect roundness achieved.jpg (254KB, 1200x892px) Image search: [Google]
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>>
>>384854939
>perfectly spherical
>posts a blitzball
?????
>>
File: AAAAAS3k_specialstage.png (4KB, 320x224px) Image search: [Google]
AAAAAS3k_specialstage.png
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>>384854939
W E E B A B E
E
E

B
A
B
E
>>
>>384858120
>The standards for coding are a lot lower in games than in other industries.
you never looked at a website code, aren't you ?
>>
>>384859732
in the end it's still polygones
>>
>>384854939
You chose a bad example, dude.
Thread posts: 27
Thread images: 6


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