efficiency
efficiency
efficiency
SMB had game file size limitations in the dozens of kilobytes range.
I've seen this same suggestion years ago on Blender tutorials. Generating a scene isn't about making it realistic, it's about fooling the audience into thinking it's real without making it too hard to create. Look at videos from Ian Hubert on how to fake it well.
Halo 3 came out 17 years ago. I learned this today (and still don't really see it...), so I say they did amazingly well!
My partner compares video game design to stage theatre.
Welcome to gamedev. Its all smoke, mirrors, and magic tricks. Come intervene in our fancy electric rock dreams.
You want them to pay to design TWO ROCKS???? What are they, billionaires???
The monkey's paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months
And all the 5GB worth of rocks were generated using a single Houdini script.
Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they're smart they can use some clever GPU instancing to improve performance by reusing assets
No clue if that's happening here, though
It's one more rock, Michael. What could it cost, ten dollars?
I honestly don't see the similarity. So nice rotating, scaling, moving skills I guess.
Generally more than half of the rock is underground, so while it might be only one rock, you see many distinct sides of it...
Most rocks are one sided actually.
The desks in Skyrim are just clouds embedded in the ground and recoloured.
The desks are clouds...? How would clouds even remotely look like desks??
Was this supposed to say rocks? I'm so confused 😅
And we had to share the rock
Our rock.
Is this halo?
It's minecraft
This is literally every game with rocks, since fucking forever..
Lmao, done that before. You do have to worry about the resolution of the textures when changing the model's size, though.
Also, I've made small caves systems and mountains like this, before slapping myself for not remembering terrain generation.
Edit: this is a bit of tangent, but I'm super excited to see more boulders rendered using polycam. Generally, the models are a bit janky and never have straight polygons (along the x,y,z axis) So things like furniture and corridors won't work. Boulders though, it's perfect!
Maybe not polycam in specific, since they too believe that you need lidar to get high quality scans, which isn't true at all.