Display title | Informed Equipment |
Default sort key | Informed Equipment |
Page length (in bytes) | 54,850 |
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Page ID | 169929 |
Page content language | en - English |
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Page creator | m>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
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Date of latest edit | 04:59, 19 October 2022 |
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Article description: (description ) This attribute controls the content of the description and og:description elements. | A video game playable character has quite a few sprites (2D) / skins and models (3D) to deal with, which makes it hard to justify changing that valuable art for something as fickle as his equipment. Drawing a 2D hero in the starting armor and the most powerful armor alone would double the sprite count for every frame of the hero doing everything in almost every direction; this only gets worse with combinations of different types of equipment. Some 2D titles ameliorate this by superimposing sprites on top of each other, or relying on Palette Swapping. Three-dimensional models make this far easier to avoid, since you can simply change textures/skins, or bolt extra models onto the same skeleton, while reusing animations. |