
Loc Talon Wrote:I don't mean to sound smug, but I -do- have a degree in Digital Entertainment and Video Game Design(which included several 3D animation classes). I would hope I know what defines clipping.
You may have the degree, but so do I. My degree is in 3d animation. I also work for a video game company, just so you know. I've been doing 3d animation for 14 years now.
*shrug* I do know what I'm talking about.
I think you're mainly talking about occlusion.
Quote:While the term "clipping" is generally used to mean avoiding the drawing of things outside the camera's field of view, a related technique is occlusion culling, in which polygons within the field of view are not drawn if they would be occluded by other polygons. For example, there is no need to render the polygons composing the side of a building facing away from the observer; they are all completely occluded by the front of the building. Hence the software can save significant rendering time by doing a back-face culling pass before deciding which polygons to draw.
I also want jumping in the game. It's not a deal breaker for me, but I want it.
[Edit: just to clarify, clipping, in it's technical sense, is what Loc was saying. It's just not how the term is generally used. I think I came across as a bit of an ass there. I apologize.]
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