Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
Originally posted by Typhon
your mind may have not given HL2 limitations but your PC probably will.
Correct me if I'm wrong, but I don't think to law of conservation of mass applies to polygons, too.Originally posted by CordlessPen
Polycount? The polygons were there when the object was intact, why would the polycount increase when the object is destroyed?
Originally posted by symptom
Correct me if I'm wrong, but I don't think to law of conservation of mass applies to polygons, too.
Hm m... I figured that if it were in smaller, seperate pieces there would be more polygons. Because when you just have a box, it's pretty much just 6 one-dimensional sides, but when there are gibs it splits into a bunch of three-dimensional pieces. I really don't know much about what I'm talking about though... :dork:Originally posted by CordlessPen
The way objects break in HL2, I think the polycount actually stays the same. In HL1, the objects disappeared because they were gibs, so a plain, square box turned into many smaller, more detailed gibs. In HL2, the objects stays almost the same, except that it's split in two halves.
Not exactly the law of conservation, but close enough
This is exactly what I wanted to hear. Hope that's true...Originally posted by Apos
HL2 allows breaking behavior as simple as in HL all the way up to complex tiny pieces that remain. It's up to the map designer where they want to spend their polys.
Originally posted by symptom
Hm m... I figured that if it were in smaller, seperate pieces there would be more polygons. Because when you just have a box, it's pretty much just 6 one-dimensional sides, but when there are gibs it splits into a bunch of three-dimensional pieces. I really don't know much about what I'm talking about though... :dork:This is exactly what I wanted to hear. Hope that's true...
AAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRGGGGGGGGHHHHHHHHHHHHHHBut seriously you guys cant forget that the videos were made on an old build of HL2.
Yeah, well that's the whole point.Originally posted by Typhon
Guys....what's important is not just how many polygons are in the scene but how many have to be rendered. I don't know how they handle the actual polygon counts but you can be sure that the engine is rendering more when there are little pieces on the floor.
Originally posted by Dagobert
AAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRGGGGGGGGHHHHHHHHHHHHHH
No, it worked the same way in HL1 to reduce CPU overhead for rendering vertices.it worked the same way in HL1 to reduce lag.
Originally posted by Wraith
how about they just dont release the game and you can sit there and cry all alone? that's what i thought, shut up and be happy.