Expensive: Difference between revisions

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In game design, an '''expensive''' entity/effect/function/whatever is one that takes an unusually long time to process at run-time. As an example, in Source, expensive to draw entities are named [[lighting|lights]] and dynamic light sources.
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In game design, an [[expensive]] entity/effect/function/whatever is one that takes an unusually long time to process at runtime. As an example, in Source, expensive-to-draw entities include [[Adding Water|water]] and [[lighting|dynamic light sources]] (except titles which use [[deferred lighting|deferred]] or [[clustered rendering|clustered forward]] shading technique).
   
   
Care must be taken when implementing expensive concepts, and if possible they should be avoided or optimised. On the other hand however, if you have an area that is otherwise very [[cheap]] to draw you have leftover [[budget]] to add something expensive!
Care must be taken when implementing expensive concepts, and if possible, they should be avoided or optimized. On the other hand, if you have an area that is otherwise very cheap to draw, you have enough leeway to add something more expensive.


==See also ==
==See also ==
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[[Category:Glossary]]
[[Category:Glossary]]
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Latest revision as of 07:18, 19 May 2025

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In game design, an expensive entity/effect/function/whatever is one that takes an unusually long time to process at runtime. As an example, in Source, expensive-to-draw entities include water and dynamic light sources (except titles which use deferred or clustered forward shading technique).

Care must be taken when implementing expensive concepts, and if possible, they should be avoided or optimized. On the other hand, if you have an area that is otherwise very cheap to draw, you have enough leeway to add something more expensive.

See also


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