DEVLOG 02
Intermediate Game DevLog » Devlog
- Why do we rely on triangles instead of quads (squares) in 3D graphics?
- For simplicity, you can place three points anywhere in space and then draw a plane through it which is not true for more complex shapes.
- What’s the difference between Painter’s Algorithm vs Z-Buffer?
- The painter’s algorithm first sorts all the polygons from furthest to closest. Then it goes line by line of pixels an “fills in” the pixel with the appropriately color by using scan line rendering.
- Z-Buffering does not need to organize the polygons according to distance and so it is faster. Instead it keeps track of the closest distance to a polygon for every pixel on the screen by maintaining a matrix in memory. Every pixel starts with a value of infinity and then scan line determines its actual value.
- What is the surface normal of the floor in Vector3 notation? What is the surface normal of your face?
- The surface normal of the floor would be (0,0,1) and the surface normal of my face is a bit more complicated since it is not a flat surface. Assuming it was flat the surface normal would be (0,1,0)
- Pick a part of the video where you thought either "wow that makes so much sense" or "wtf is that, why would you do that?"
- One part of the video that really makes me realize how ingenious graphic rendering is was when she explained how textures are applied to objects.
Intermediate Game DevLog
Status | Released |
Category | Other |
Author | Santiago Fernández |
More posts
- DEVLOG 01Sep 12, 2019
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