3 ms·
It would reduce the number of draw calls and increase the performance of rendering, as it's simpler to render textures than polygons. Although I think you would
by capableweb 4y ago
It would reduce the number of draw calls and increase the performance of rendering, as it's simpler to render textures than polygons. Although I think you wouldn't be able to use the same method for everything, as you'd use more vram when using textures for the effect rather than polygons. But for the case of something like coins in a Mario game, I guess it makes sense.
As always, what is the right approach depends. If you want to run the game in a very memory constrained environment (early game consoles), the approach of using polygons might make more sense. But nowadays we have plenty of vram and if the entity is used a lot, 1 texture for 100s of entities makes it a worthwhile tradeoff.
Edit: thank you for the corrections, I'm not heavily into game programming/rendering but am familiar with 3D/animation software, but the internals of rendering is really not my specialty so I appreciate being corrected. Cunningham's Law to the rescue yet again :)
- codeflo 4y ago> It would reduce the number of draw calls That hasn't been true for many years. > as you'd use more vram when using textures For the equivalent amount of detail, not really. Vertices are expensive, normal maps are encoded very compactly.
- masklinn 4y ago> That hasn't been true for many years. This is a game from 2007, 16 years ago (and its development would have started in 2005), so that it has not been true for many years is not a useful assertion even if true. Or worse, it confirms that it used to be an issue, and thus may well have affected a game created “many years ago”.
- cypress66 4y agoDraw calls is the same. The amount of tris does not affect the draw call count.