Color me Dan
Regular
I have a soft spot for games that had high expectations but didn't quite (or just didn't) live up to them, For example Trespasser from 1998 and Enter the Matrix. Somehow I can overlook flaws in games because I understand or empathies with its creators intentions. Enter the Matrix is one such enigma to me that I just had to know more about. So setting out searching for information on its underlying framework I disappointingly found almost nothing. I did find something however, one tiny little thing. On Enter the Matrix's website under the "Behind the Scenes" tab was an article by the lead programmer Michael "Saxs" Persson on the game. It gave me one single clue as to what's different (or I assume different) in EtM with regards to other games, Shiny engines usually have some interesting quirk.
I learned that Patches is another word for Bezier curves on Wiki. Obviously this spawned more questions in my psyche then answers. How come I've never heard of this approach before? Since I haven't, are there some unwelcome downsides with using Patches? As it sounds like a form of tessellation, does it work in real time or is it a set of parameters predefined between scenes? I'm inquisitive by nature and most other questions I have surrounding the particular game and its engine are more general. Would anyone here care to explain to a curious bystander and enthusiast how the bezier patches work?
It was very important that we get a realistic Niobe or Ghost on screen, characters that the actors could be proud to compare themselves to. We feel we achieved that goal. The key to the realistic models was the decision to use patches instead of static polygon models. It enabled us to generate realistic models with 25,000+ triangles for the close-up scenes, while during fighting we can downgrade them to a more manageable 3000-10,000
I learned that Patches is another word for Bezier curves on Wiki. Obviously this spawned more questions in my psyche then answers. How come I've never heard of this approach before? Since I haven't, are there some unwelcome downsides with using Patches? As it sounds like a form of tessellation, does it work in real time or is it a set of parameters predefined between scenes? I'm inquisitive by nature and most other questions I have surrounding the particular game and its engine are more general. Would anyone here care to explain to a curious bystander and enthusiast how the bezier patches work?