What are collision primitives and their use in physics engines?

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Apr 20, 2007 ... Gran Turismo 1 used about 300 polygons. The newer games use several thousand per car. Last edited: Aug 24, 2022 Mar 9, 2011 ... Taking Ralph's illustration # 1 as an example, each curve will generate 9 facets, so that profile would generate about 75 polygons. Chamfers ... Jan 7, 2021 ... Also, for most modern graphics cards, rendering 450k polygons should not be a problem at all. If you are having performance issues with 20-30 ... Jul 14, 2022 ... High poly or low poly points to the polygon count of a 3D model. That means the number of polygons used to create a 3D shape. It gives you an overview of the polycount of multiple objects or the whole scene. On top of that, it provides the info in a table where you can sort the ... Aug 6, 2017 ... polycount, texture size, types of textures or other information that is needed to create cohesive content to the game. The other person said ... Oct 18, 2012 ... My question is, is it normal to surpass 2 million polygons and is it normal to get 0.5 fps at 350k polygons? There's 2 versions available - one at 35k and one at 19k. Both are the same hair, the only difference is one has been lightly deciminated, the other has been ... Nov 8, 2015 ... Another thing that needs to be considered both for size and performance (former less important here) is polycount as you're developing for ... Jan 16, 2018 ... It has a high polycount, so I've tried decimating it with the Decimate modifier but it gives me bad UVs and removes almost all the leaves.
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