Friday February 10, 2012 1:05 PM AEST

A polygon-free approach to 3D

By David Hollingworth
10:56 Mar 2, 2009 | 6 Comments
Tags: gaming | crime | 3d
A polygon-free approach to 3D

Essential linkage: A new forensics games features photo-realistic settings thanks to a new 3D technology.

We're not really fans of the various 'crime-scene' style games out there. They tend to be lame collection quests, bad TV spin-offs, or - more usually - both.

But a new forensics game from developer Aero is piquing our interest. Not because of its subject matter (though, we admit, a GOOD forensics game would be something to see), but rather the technology the team is using to create realistic crime scenes.

Igor Hardy over at Adventure Classic Gaming had a chance to sit down with Aero's Sam Clarkson, and the resulting interview sheds a lot of light not only on the company's Areograph technology, but also the entire game development process.

Here's a taste:

So the goal was fairly simple: Create a game which capitalises on Areograph's strengths (photo-real environments with real actors) and work within the current limitations (small, static environments). So we formed ‘Clocktower Games' and created the Casebook design document, at the time it had the less catchy name ‘Crime Sense'. We settled on a forensic game because it was well suited to Areograph - after all, crime scenes are something that a player could spend quite some time in, studying every detail, and they also benefit from the realism.

Check out the full read here.

 

 
 
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6 Comments
ahsoka
Mar 2, 2009 11:38 AM
So how is it polygon free? Are they using NURBS or subdivision surface? Or are the creating solids out of particles - now that would be resource hungry! - or something?
/eagerly awaits response
Hawkeye
Mar 2, 2009 12:00 PM
From the interview:

"To ‘virtually’ create one of our crime scenes, the process is as follows: We build the set and then lower our ceiling grid onto the set. This ceiling has a robotic ‘boom’ hanging off it with a camera attached at eye level. We do a pass in both directions and then the images are stitched together to form 360 degree views in every position in the room. Currently these need to be fairly compressed to allow Casebook to come in at under one gig per episode, however we relish the chance to release the game on DVD (or even Bluray) one day, where we can really show off the fidelity of the original images. Having said that, it’s becoming more and more acceptable for ‘large file’ download games to be quite big, so we may get a chance to release (or re-release) episodes of Casebook at a higher resolution someday."
ahsoka
Mar 2, 2009 12:30 PM
So they've filmed it for real? Like street view on Google Maps!? /thinks of that creepy guy walking around with a sniper rifle http://cache.gawker.com/assets/images/2009/01/custom_1233334087807_0130091harleybig1.jpg then thinks of the US drones in Pakistan that Google Earth found http://blog.wired.com/photos/uncategorized/2009/02/19/dronesparkedinpakistan.jpg oh yeah and let's not forget the lost city of Atlantis http://i.i.com.com/cnwk.1d/i/bto/20090220/atlantis_270x158.jpg okay I'm just getting carried away now.

Cool. Thanks for filling me in.
p_francis_bennett
Mar 4, 2009 5:34 PM
CAN"T WAIT!!! No more crappy pixealated so called "photo realistic" pixelated images in games. (excuse my language). No more basic models with images wrapped onto them. It will be so real, it will be like me looking at you. SWEEEEEEET!!!!!!! CAN'T WAIT!!!!
p_francis_bennett
Mar 4, 2009 5:38 PM
it will be like building the whole world in true you and me real world #D atom by atom, cell by cell
p_francis_bennett
Mar 4, 2009 6:16 PM
Maybe this truely is the future of games?, just wish they'd make it less like google earth with that white ring in the middle and the very stiff google earth like movements and turn it more into a game with smoother more natural movements and less like walking through phtos and more like walking through a 3d world, maybe later a "4D" world when technology gets even better.
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