*Theoretically Speaking* X-Men vs Street Fighter

Gaming on the Playstation and Xbox Platforms
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CFFJR
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Re: *Theoretically Speaking* X-Men vs Street Fighter

Post by CFFJR »

swiftzx wrote: If you don't mind, which model Saturn controller do you own? If it is model 1, ditch it and get a model 2 Saturn pad. Another thing is that I like the Dreamcast controller for fighters as well, although most people dismiss it.
To hell with most people, I agree with you. I love the DC controller for everything, fighters included.

To this day, I'm most comfortable playing Marvel Vs. Capcom 2 on the DC.
GameSack wrote:That's right, only Sega had the skill to make a proper Nintendo game.
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t0yrobo
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Re: *Theoretically Speaking* X-Men vs Street Fighter

Post by t0yrobo »

isiolia wrote:
t0yrobo wrote:
isiolia wrote:Far as I know, it came down to how the systems handled polygon structure. The Saturn uses quadrilateral polygons, the others used triangular.
Kinda off topic, but does anyone know why games use tris instead of quads? Afaik pretty much all modeling software uses quads (or nurbs but that a whole different thing). And getting to many ngons and starpoints in a model can cause problems.
Taken from here: http://www.devmaster.net/articles/softw ... /part3.php
Perhaps there is no need to explain why this is important, but for those of you who aren't quite certain yet, we’ll explain. All 3D objects that we see on the computer screen are actually made of tiny little geometrical objects often called primitives. Quadrilaterals, triangles, n-gons etc. are example of primitives. We will concentrate on triangles mostly because of one main reason: every object can be split into triangles but a triangle cannot be split into anything else than triangles. Because of this, drawing triangles is a lot simpler than drawing polygons of higher order; less things to deal with. This is why those triangles are so commonly used in computer graphics.
That makes perfect sense, thanks.
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