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famousringo said:
Procrastinato said:

You guys realize that an "enemy" can be a single quad (two triangles), with a texture on it, yeah?

Lots of games use that kind of mechanism as a level-of-detail system. If its off in the distance, its often hard to tell if its a real animated character, or just a 3D sprite.

Even Lair (PS3 dragons & armies game) used this kind of LoD mechanism to have "thousands" of guys in the playing area, and even visible, at once.  The PS2 Kessen series had similar mechanisms.  All this implies is that the authors of Kizuna were clever about their LoD system -- it doesn't say anything about the Wii in general.

That said, I am really looking forward to this game!

 

Good post.

IMO, programmers should be using clever tricks like these to scale up the scope of their games, rather than relying on raw power to do the scaling for them.

They actually do all the time, no modern game can be reasonably coded on a console without such optimizations. When I studied a course on 3d graphics I remember seeing tricks like these in quake II level engines, so I'm talking about more than 10 years ago.

All modern 3d engines for example allow to create a separate 3d scene for distant objects (the evolution of the old skycube) such as swarm of enemies running on a hill near the horizon, that allows to simulate scale with much less detail and thus much less performance hit.

 



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