by nub on Fri Apr 22, 2011 2:21 am
Well I was curious about how Valve did the blobs of gel in Portal 2, so I turned wireframe mode on and it looks like they use some form of tessellation (a very primitive form maybe). If two separate blobs get near each other, they connect and create a larger blob, and it's pretty smooth looking. I also think the further they are, the less polygons they're rendered with. It's like a LOD system, but it's smooth and gradual rather than model swapping. The gel isn't a normal model either, it seems to be rendered dynamically. It uses some kind of tool called "Blobulator." I saw errors in the console about rendering issues as I played that mentioned it. Whenever there was a lot of gel blobs being rendered, the game would stutter a bit, or the blobs would flicker some, generating the console errors.
Also, just a side note, but it could be possible that Valve has P2 running with the DX11 API (software). Dragon Age 2 does this, and I'm able to run it with the DX11 software using my DX10 card. All it really does is let me set the graphics to maximum (aside from the high res texture pack). It's like DX10, but with the optimizations of DX11, minus all the goodies of DX11. Another example would be the Dolphin emulator for Wii and Gamecube. The newest version allows you to run it with the DX11 API so long as you have a supported DX10 card and Vista or Win7.
Anyway, just thought I'd toss that out there for discussion. I don't really know if it's even accurate, just something that occurred to me.