Arc Christelle
Member
If there is one series that could defintely benefit from vector art, it's WarioWare.
Hell yeah.
Sonic too.
If there is one series that could defintely benefit from vector art, it's WarioWare.
I think you're forgetting that everything needs to be mapped to pixels. Polygons are perfect representations inside the computer but need to be mapped to your screen. Same with all other vectors. Same with all other art.
And you're forgetting that the hardware used to do the rasterization is built for rendering polygonal shapes and bitmaps, not arbitrary shapes of infinite precision. These have to be approximated first to accomodate that hardware which adds a computational overhead, meaning vector art is more taxing than just having raster images or polygonal meshes in the first place.
The idea that vector results in less detail or grain, is also no longer explicitely true. Just look at https://www.madewithmischief.com/
Uses "skeletal vector strokes" for infinite zoom and canvas. A vector edge doesn't *have* to be a hard edge, you can apply a stroke to it, which can add softness, texture, weights, etc.
https://www.youtube.com/watch?v=Yen31td9Mq4
Examples:
More at: https://www.madewithmischief.com/explore
Sure, the more complex the vector rendering engine, the more detail you want to add to how it does things, the more computational power is required (though you can get around some of that thanks to programmable shaders).
That's why Guacamelee hits its smooth framerate: by sticking to a vibrant and simple (but not simplistic) style.
I've read similar articles and I can see their point that vector graphics are not a "write once, use everywhere" solution, but I don't see how that negates the other advantages of vector graphics. Sure, you may have to create multiple versions to look as good as multiple versions of raster graphics, but it still frees you from a rigid resolution (i.e. if you have a 16x16 px and a 32x32 px graphic, a vector resized to 28x28 px is going to look much better than a 28x28px resized raster.) Plus you can up-rez your highest "res" vector to infinity and it'll still take advantage of the resolution of the output. It may be a bit off, but it wouldn't be a blocky horror show as if you projected a fixed raster to the same output.I'm not sure of the technical reason why it's not used in videogames, but in web development vector graphics don't always make sense because graphics can scale infinitely but they aren't adequate for all sizes and in the case of small graphics like icons, you will often lose more detail than you would otherwise if you were using a bitmap type image. This article exemplifies it: http://www.pushing-pixels.org/2011/11/04/about-those-vector-icons.html
The idea that vector results in less detail or grain, is also no longer explicitely true. Just look at https://www.madewithmischief.com/
Uses "skeletal vector strokes" for infinite zoom and canvas. A vector edge doesn't *have* to be a hard edge, you can apply a stroke to it, which can add softness, texture, weights, etc.
https://www.youtube.com/watch?v=Yen31td9Mq4
Examples:
More at: https://www.madewithmischief.com/explore
Sure, the more complex the vector rendering engine, the more detail you want to add to how it does things, the more computational power is required (though you can get around some of that thanks to programmable shaders).
That's why Guacamelee hits its smooth framerate: by sticking to a vibrant and simple (but not simplistic) style.
Works great for TxK but it uses quite simple shapes.
That does look awesome, but honestly I'm not sure you can even really call it vector graphics at that level. If I were to guess I'd imagine it saves the images more like a macro, saving each brush stroke. And yea it would be way too demanding to have a bunch of images like that moving around at 60 fps
Speaking from an artistic standpoint, I think some people here don't quite understand how detailed vector images are created. People see an image and think its drawn the same way, whether it be vector or bitmap. However, there is a lot more "trickery" involved when creating vector images because its very difficult to actually draw an image in a vector program such as Illustrator. Its not as simple as connecting a Wacom and drawing everything out. You don't take a pen and draw a line that eventually turns into a painting. Creating an image in a vector program is much more akin to creating a 3D model in something like 3D Studios Max. The difference being it is 2D instead of 3D. That isn't to suggest that there aren't tools within those programs that closely resemble traditional drawing techniques, but it does require an entirely different way of thinking to go about making those images.
That does look awesome, but honestly I'm not sure you can even really call it vector graphics at that level. If I were to guess I'd imagine it saves the images more like a macro, saving each brush stroke. And yea it would be way too demanding to have a bunch of images like that moving around at 60 fps
For character visuals we doubled down on the animation technology we'd built for our first game. The artists made animations in Flash and imported them it into the game as animated geometry. Avoiding traditional sprite sheets meant we had 60 fps animated characters that could be scaled up and down without resolution issues, while using significantly less memory. Of course, any animation system only looks good if the animation itself is done well, and to the credit of the animators that worked on the project the animation was excellent.
You guys realize a lot of 2D games/TV animation out right now uses vectors right?
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None of those games use vectors in real time. It's all high resolution 2D images generated from vectors. Castle Crashers does not look much sharper at 1080p, for example.
Is this 100% certain for Guacamelee?Eh no, some of those may use vector graphics in production, (I really don't think Castle Crashers does though), but in the final product it's all simple textured quads. Some of them use 2D skeletal animation rather than predrawn animation frames, but that doesn't qualify as vector graphics
Is this 100% certain for Guacamelee?
http://steamcommunity.com/sharedfiles/filedetails/?id=166995993
At the very least, if you make a custom character, you use a .SWF to do it so the game directly pulls the vector format. Behind the scenes, maybe the game prerenders your custom vector image to an appropriate resolution texture quad, but it's still a pretty direct use of a vector format rather than artists manually exporting art as raster images.
Aren't graphics cards specifically DESIGNED to handle the polygons, though? If they're optimized for one case, it may not be as simple as "There's a lot of power so it should be feasible".On modern hardware, if we can render millions of polygons per frame at 1080p 60fps, I think we can render 10s of thousands of multi-point bezier curves.
Is this 100% certain for Guacamelee?
http://steamcommunity.com/sharedfiles/filedetails/?id=166995993
At the very least, if you make a custom character, you use a .SWF to do it so the game directly pulls the vector format. Behind the scenes, maybe the game prerenders your custom vector image to an appropriate resolution texture quad, but it's still a pretty direct use of a vector format rather than artists manually exporting art as raster images.
Avoiding traditional sprite sheets meant we had 60 fps animated characters that could be scaled up and down without resolution issues, while using significantly less memory.
Aren't graphics cards specifically DESIGNED to handle the polygons, though? If they're optimized for one case, it may not be as simple as "There's a lot of power so it should be feasible".
I can't imagine how they did that cape effect holy shit.
It must be so time consuming since they'd have to animate it first (likely with cels?) then create vectors for every frame.
How does one go about this?As discussed in this thread before, the math used for polygons is mostly the same for vector art since a polygon is just a form of vector.
You can, and should, use the graphics cards to render vector art. It will give you a huge boost in performance.
How does one go about this?
With quads or tris, one can feed vertices into a shader to do triangle strips or whatnot. Are there OpenGL / DirectX modes that would take the sort of curves and gradients found in SWF files, directly?
I do not mean to be disrespectful, but if you are unfamiliar with both DirectX and OpenGL, how are you so certain that a search would be simple, and it is feasible to "just shuffle the math" if your input is (for example) an SWF file filled with curves, colors, and potentially gradients?You could use polygons, but really, if you have a context to OpenGL or DirectX (or other graphics API), you just shuffle the math you need to the GPU such as vector and floating point which is what a GPU is designed for.
As far as libraries and modes, I'm not familiar enough with the APIs off the top of my head to know specifically, but that should be a simple search.
I do not mean to be disrespectful, but if you are unfamiliar with both DirectX and OpenGL, how are you so certain that a search would be simple, and it is feasible to "just shuffle the math" if your input is (for example) an SWF file filled with curves, colors, and potentially gradients?
I am marginally aware of OpenGL, and Vertex Buffer Objects are the main modern method I know of to store data (e.g. vertices). Shader code (with OpenGL, GLSL) can then be used to process the data.
Yeah I'm curious too. My instinct says rendering vector art would be like rendering splines, not polygons.
Scribblenauts Unlimited and Unmasked (for WiiU and PC) used vector graphics on characters and objects so it can scale everything when you write size adjectives.
I worked on it so i know it first hand. We drew all the characters and objects normaly and then passed them to vectors. It was not difficult because of the kind of artsyle it used, but more complex things can give you headaches.
I do not mean to be disrespectful, but if you are unfamiliar with both DirectX and OpenGL, how are you so certain that a search would be simple, and it is feasible to "just shuffle the math" if your input is (for example) an SWF file filled with curves, colors, and potentially gradients?
I am marginally aware of OpenGL, and Vertex Buffer Objects are the main modern method I know of to store data (e.g. vertices). Shader code (with OpenGL, GLSL) can then be used to process the data.
*edit* Google turned up this though I am not sure how recent it is: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html
Vector art is more taxing, but unless you are working on a mobile game I can't imagine it ever being an issue for a modern platform.And you're forgetting that the hardware used to do the rasterization is built for rendering polygonal shapes and bitmaps, not arbitrary shapes of infinite precision. These have to be approximated first to accomodate that hardware which adds a computational overhead, meaning vector art is more taxing than just having raster images or polygonal meshes in the first place.
( source )What game development tools are you using?
GS: We primarily use our own internally developed editor and engine for our games. The editor gives the ability to rig characters and audio, create levels, and test the levels on the fly. In addition to this, we use Adobe Flash for Animations, 3DS Max and Photoshop to create visuals for the game environments, FMOD for Audio, and Box2D for Physics.
As a graphic designer, this thread makes my brain hurt.
Vectors can't have as much color? Not as good for anything but simple designs? Geez.