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[005] WoolieWool Current Version
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WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \
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WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \\\"polygonal rendering\\\" assumes 3D mesh rendering, which Doom is NOT. Doom\\\'s walls, for instance, are not polygonal at all, but \\\"extruded\\\" out of a 2D space. Doom\\\'s renderer is NOT 3D, it is erroneous to compare it to 3D engines, even if PART of the renderer uses things shaped like polygons. Subsectors alone do not make PolygonalRendering. There is a difference between a game having things with polygonal shapes and \\\"polygonal rendering\\\". Polygonal rendering means the world is constructed out of 3D meshes, while Doom\\\'s engine uses an entirely different method. Only GL ports use polygonal rendering, because the hacks that allow Doom\\\'s rendering engine do not work in OpenGL. There were absolutely no polygonal FirstPersonShooter games before \\\'\\\'Descent\\\'\\\'. I\\\'ve made maps for \\\'\\\'Wolfenstein\\\'\\\' and \\\'\\\'Doom\\\'\\\', I know how they work. They do not work anything like Descent, Quake, or a modern game.

Polygonal rendering means polygonal MESHES, not just elements of the maps with polygonal shapes. By your standards Asteroids is polygonal rendering. Sure, it has no 3D, no meshes, and nothing that even resembles a modern renderer, but since there are polygon-shaped things in it, it must be polygonal rendering, right?
Changed line(s) 1 from:
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WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \
to:
WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \\\"polygonal rendering\\\" assumes 3D mesh rendering, which Doom is NOT. Doom\\\'s walls, for instance, are not polygonal at all, but \\\"extruded\\\" out of a 2D space. Doom\\\'s renderer is NOT 3D, it is erroneous to compare it to 3D engines, even if PART of the renderer uses things shaped like polygons. Subsectors alone do not make PolygonalRendering. There is a difference between a game having things with polygonal shapes and \\\"polygonal rendering\\\". Polygonal rendering means the world is constructed out of 3D meshes, while Doom\\\'s engine uses an entirely different method. Only GL ports use polygonal rendering, because the hacks that allow Doom\\\'s rendering engine do not work in OpenGL. There were absolutely no polygonal FirstPersonShooter games before \\\'\\\'Descent\\\'\\\'. I\\\'ve made maps for \\\'\\\'Wolfenstein\\\'\\\' and \\\'\\\'Doom\\\'\\\', I know how they work. They do not work anything like Descent, Quake, or a modern game.

Polygonal rendering means polygonal MESHES, not just elements of the maps with polygonal shapes. By that standard Asteroids is polygonal rendering.
Changed line(s) 1 from:
n
WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \
to:
WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \\\"polygonal rendering\\\" assumes 3D mesh rendering, which Doom is NOT. Doom\\\'s walls, for instance, are not polygonal at all, but \\\"extruded\\\" out of a 2D space. Doom\\\'s renderer is NOT 3D, it is erroneous to compare it to 3D engines, even if PART of the renderer uses things shaped like polygons. Subsectors alone do not make PolygonalRendering. There is a difference between a game having things with polygonal shapes and \\\"polygonal rendering\\\". Polygonal rendering means the world is constructed out of 3D meshes, while Doom\\\'s engine uses an entirely different method. Only GL ports use polygonal rendering, because the hacks that allow Doom\\\'s rendering engine do not work in OpenGL. There were absolutely no polygonal FirstPersonShooter games before \\\'\\\'Descent\\\'\\\'.

Polygonal rendering means polygonal MESHES, not just elements of the maps with polygonal shapes. By that standard Asteroids is polygonal rendering.
Changed line(s) 1 from:
n
WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \
to:
WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \\\"polygonal rendering\\\" assumes 3D mesh rendering, which Doom is NOT. Doom\\\'s walls, for instance, are not polygonal at all, but \\\"extruded\\\" out of a 2D space. Doom\\\'s renderer is NOT 3D, it is erroneous to compare it to 3D engines, even if PART of the renderer uses things shaped like polygons. Subsectors alone do not make PolygonalRendering. There is a difference between a game having things with polygonal shapes and \\\"polygonal rendering\\\". Polygonal rendering means the world is constructed out of 3D meshes, while Doom\\\'s engine uses an entirely different method. Only GL ports use polygonal rendering, because the hacks that allow Doom\\\'s rendering engine do not work in OpenGL.

Polygonal rendering means polygonal MESHES, not just elements of the maps with polygonal shapes. By that standard Asteroids is polygonal rendering.
Changed line(s) 1 from:
n
WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \
to:
WRONG! Sectors and subsectors do NOT work the same way as 3D polygons; \\\"polygonal rendering\\\" assumes 3D mesh rendering, which Doom is NOT. Doom\\\'s walls, for instance, are not polygonal at all, but \\\"extruded\\\" out of a 2D space. Doom\\\'s renderer is NOT 3D, it is erroneous to compare it to 3D engines, even if PART of the renderer uses things shaped like polygons. Subsectors alone do not make PolygonalRendering. There is a difference between a game having things with polygonal shapes and \\\"polygonal rendering\\\". Polygonal rendering means the world is constructed out of 3D meshes, while Doom\\\'s engine uses an entirely different method. Only GL ports use polygonal rendering, because the hacks that allow Doom\\\'s rendering engine do not work in OpenGL.
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