DEVLOG 2 “3D Graphics: Crash Course CS #27”
- Why do we rely on triangles instead of quads (squares) in 3D graphics?
To keep it simple while projecting an object on a 3D plane. Triangles are almost guaranteed to give you a defined shape on any plane compared to other shapes, and it’s easier on the frame rate.
- What’s the difference between Painter’s Algorithm vs Z-Buffer?
Painter’s Algorithm is a bit more straightforward, in that it’s required to sort the distances of objects first before filling it with values, and leaves little room for error at the cost of time. Z-Buffer works much more quickly, overwriting each boxed value with the lowest number without organizing the object, which gives the same result in less time.
- What is the surface normal of the floor in Vector3 notation? What is the surface normal of your face?
I guess the surface normal of the floor would be 1? Or once in a 0,0,0 coordinate situation because of vector 3. The floor is a plane, so it would make sense only one side having that effect. The face is so much harder because of organic curvature, so the number would be much higher I'd guessed.
- 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?"
I thought the usage of the Painter's Algorithm in a 3D setting was pretty neat, and I had never really thought about it before. I guess in painting it does rather apply. Z-Buffer is also a cool technique that I had never heard of, but makes sense given the capacity that computers have to run and process everything.
Intermediate Game Dev Log
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