Still, this means at least that the trees will have to be modeled with a TRUNK and then the 4 sided leaves (top area) so that means 4 triangles plus at least another three triangles for the trunk. Considering that it has no 'bounding boxes' for collision detetcion thats still 4x3=12 polygons per tree X thousands. If you make the tree TRUNK as a SINGLE polygon that ORIENTS to the camera this means 5 polygons per tree, thats still alot to render for most graphic cards.
As for the crater effect they just used texture maps mapped to flat polygons for most effect in this game including smoke and clouds, they just either is animated and moved to create an moving effect. The crate effect itself could just be texture serial replacement.
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