Cheap: Difference between revisions

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In game design, an '''cheap''' entity/effect/function/whatever is one that can be processed very quickly at run-time.
In game design, an '''cheap''' entity/effect/function/whatever is one that can be processed very quickly at run-time.



Revision as of 06:54, 15 April 2008

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In game design, an cheap entity/effect/function/whatever is one that can be processed very quickly at run-time.

Many cheap things can be drawn on-screen/simulated in the world at once, but they are generally of low visual or computational quality. Decals and other 2D images are examples of cheap objects that do not (necessarily) lack quality.

See also