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Since the advent of polygons to draw game objects and move gaming fully into thr

ID: 440333 • Letter: S

Question

Since the advent of polygons to draw game objects and move gaming fully into three dimensions, there has been much debate about whether certain games would be better using sprites instead of polygons. For instances, many "2D" fighting games, games in which players only move in two dimensions, are moving from traditional hand-drawn sprites to rendered 3D models using polygons. Choose a game that uses one of these techniques (polygons or sprites), and detail why you think it would be better if it used the other. Reading the posts from the other students, reply to at least two and describe whether you agree or disagree with them

Explanation / Answer

one example os such game is MArio which is very much popular in todays days also.another example is angry birds which uses the sprites for the 2d gaming experience. Prior to the popularizing of true 3D graphics in the late 1990s, many 2D games attempted to imitate the look of three-dimensionality with a variety of sprite production methods. These included: Rotoscoping: The filmed performances of live actors were sometimes used for creating sprites, most famously in the case of Prince of Persia which added a relative element of realism to a platform game. The method was used in a number of other fighting games, mostly in the mid 1990s. Claymation or the use of posable models which were used for characters that could not be portrayed by actors. Famous early examples include Goro of Mortal Kombat and various enemies from Doom. Used to a greater extent in games like Clay Fighter. Pre-rendered CGI models: Introduced by Rise of the Robots and made famous by Donkey Kong Country, and later used to a great extent in PC real-time strategy and role-playing video game games prior to the move to real-time 3D. Since computers of the day could not run complex 3D graphics, footage of pre-rendered three-dimensional character models were often used which created a (relative) illusion of 3D. More often sprite now refers to a partially transparent two dimensional animation that is mapped onto a special plane in a 3D scene. Unlike a texture map, the sprite plane is always perpendicular to the axis emanating from the camera. The image can be scaled to simulate perspective, rotated two dimensionally, overlapped with other objects, and be occluded, but it can only be viewed from a single angle. This rendering method is also referred to as billboarding. Sprites create an effective illusion when the image inside the sprite already depicts a three dimensional object; the animation is constantly changing or depicts rotation; the sprite exists only shortly; the depicted object has a similar appearance from many common viewing angles (such as something spherical); the perspective of the object from the viewer cannot possibly change fast enough for the viewer to discern a difference from true 3D geometry, as in the case of object a long distance away from the viewer in 3D space. the viewer accepts that the depicted object only has one perspective (such as small plants or leaves).