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I have a few questions/concerns about GS. I've been looking around at things created with GS for the past hour or so, and it seems like nice software.

However... all of the demos I've played, or watched videos of, seem to all have very low poly models, and very low resolution textures. Why is this? Can GS not handle high polycounts and hires textures? Or is it just becuase that's how the modelers/programmers decided to design it?

Are games created with GS actually compiled, or are they just scripts that interact with an internal engine?

I'd really like to start learning to create 3D games (I currently design 2D games). I just want to make sure this software isn't so limited that I'm going to end up disappointed when I finally get the hang of things.

Thanks!
Adam




The polygon count limit is slightly over 130,000. The main limit is 65,535 vertices. Such huge models like this are not recommended though. Polygon counts from 2000 to 5000 (from a benchmarking experiment I did a few months ago), have the fastest rendering time with greatest detail. This limit is because of DirectX - it's a limitation of DirectX.

The texture size can be almost anything, limited only by your hardware. My video card, Radeon 9600 XT, supports textures of up to 2048x2048. The demos probably avoid these huge textures because of the huge download size associated with them. Uncompressed at true color, that's 12 MB. Besides, 256x256 textures render the fastest so demos are likely to use those more than anything else. I recommend not going above 1024x1024 for compatibility and always use square-shaped textures.

Scripts are compiled when starting up the engine. After compiling, the game runs.

I'm making a 2D game with 3DGS so 3DGS isn't just 3D only - it can work with 2D.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials