how come games are compute demanding?
how come games are compute demanding?
I'm wondering why they don't do that. Perhaps use a bounding box when the two meshes are far apart, then refine the mesh near them, slow down the animation, and inform everyone it's in slow motion CQC or create a better gameplay experience instead of just eye candy.
I found this online guide to be the most helpful explanation of 3D rendering I've encountered so far: https://www.youtube.com/playlist?list=PL...1K9vV1GgH5. Unfortunately, I missed it when I was working on my engine D: Still, I picked up a few other really useful tips.
Sure, I understand—mostly the programming is what matters here.