Creating 3D Environments Without Polygons
Igor Hardy writes "I've conducted an interesting interview concerning a new episodic indie adventure game series called Casebook. What's quite uncommon, especially for these kinds of independently developed and published productions, is that they include professionally created FMV — all of the footage is filmed in real locations. Yet what's even more interesting is that the games use an innovative photographic technology which recreates a fully explorable 3D environment through the use of millions of photos instead of building from polygons. The specifics of how it works are explained by Sam Clarkson, the creative director of the series."
It infects your mind with vivid images of the interior of goatse man's anus. Apart from that not sure, as long as it doesn't affect Firefox+Ubuntu I'll be fi
You mean that wise-ass won't have to subject themselves to the artificial devices of game designers who worked under limitations, but that they no longer work under and yet are still designing into the new games, with the new tech, as if they didn't have the new tech at all?
Those the wise-asses you're talking about? ;p
I do not respond to cowards. Especially anonymous ones.
Who says you need 3D rendering to create a two dimensional image of mathermatical data and a databass filled with coordinates and images with RGB data?
Good point. We'd never be able to have fishing games without databass.
Seriously, I meant that if it's not rendered using 3D->2D polygon rasterization, how much hardware acceleration would it be able to use? Can it still be translated into OGL/DX expressions, or must it all be done in software?
~ C.
Apparently it signals the snipers as to your loca