You - By Austin Grossman Page 0,13

void where the tower stood, now revealed as an octagonal tube drawn in precise, glowing straight lines, triangular and trapezoidal facets in a night-black void. “Like in Battlezone. Back when you were gaming, probably the first 3-D game you saw.”

She tapped again. “Unshaded polygons.” The glowing lattice kept its shape but became an opaque crystal formation, sides now solid, a world of pastel-colored jewels that shone in a hard vacuum. Atmospheric haze is a high-tech extra.

Another tap of the space bar and the blank jewel facets filled with drawn-in detail. The tower walls were now painted to look like stonework, expertly shaded to indicate bumps and ridges.

“Textured polygon. Like a trompe l’oeil painting, if you took that in college. Whatever you did in college.”

“English.”

“Wow,” she said, toneless. “I’m going to zoom in a little—when we get closer it swaps in a high-res texture to give it more detail,” she said. As the camera moved in the stones of the tower blossomed with moss, cracks, crumbling mortar.

“Beautiful,” I said.

“Smoke and mirrors. It looks real but there’s a million little tricks holding it together,” she said. I couldn’t tell from her tone whether she was proud of the illusion of reality or contemptuous of the cheap theatrics. “Okay, now last year’s big hack—textured polygons, but with lighting.”

A final tap of the space bar and the tower was brushed with shades of darkness that gave it definition and, somehow, the impression of weight. The light came from just above the horizon, a sunset, and the hills beyond the tower faded away into dimness.

“Didn’t it just get darker?”

“Lighting isn’t about making it brighter, it’s figuring out where the shadows do and don’t fall. It’s easy to just light everything—you’re just not checking for darkness. What’s tricky is looking where the light source is and when it’s blocked.”

In the upper right corner of the screen, I noticed the letters FPS, followed by a flickering number. It bounced around between thirty and forty, with occasional jumps into the sixties. When Lisa added the lighting effects, the number tumbled into a single digit and turned red, and the view seemed to stutter instead of panning smoothly.

“What’s FPS?” I asked.

“Frames per second,” she said after a moment. “How many times the view updates every second. When it gets below thirty, everything starts to look jerky.”

“Like it’s doing now?” I asked.

“Yeah. It’s having to draw too many lit polygons. It has to do other stuff, like update positions of objects and play sounds and do AI calculations and all that stuff, too, but graphics are always the big drain. It’s all about getting those polys up on-screen to make everything detailed and pretty. The more polys you draw the better it looks, but then the frame rate slows down. Fewer polys, higher frame rate.”

“So who’s putting all those polygons up there?” I said, intuiting the answer.

“You are. You’re a designer, you build the world they have to draw every second. So you know when you’re in a meeting and there’s a guy who’s just looking at you with this twitchy, barely controlled hatred every time you open your mouth? That’s a graphics programmer. Every bright idea you have is putting more polygons on-screen and making his job harder. Every time that number on the screen goes below thirty, everyone can see that his code is slow and therefore he is not smart.”

“Good to know.”

“That guy’s entire job is to keep that frames-per-second number above thirty and green. Every time you put in too many trees, or make a room too large, or put five dragons in the same room, it’s going to turn red.”

“Then if I’m a game designer, what’s my whole job?”

“I don’t really play games, so I don’t know,” she said. “From what I gather, it’s to keep adding stuff to the world until that number gets to exactly thirty-one.”

“I thought it was to make the game fun.”

“I don’t know what that means, though,” she said. She was watching me carefully as she spoke. As if maybe she was hoping I knew a secret everyone else had forgotten.

Chapter Five

I sat down at my desk and tried to remember everything Lisa did. Now that I knew about frames per second, I could see the number drop every time I made a room bigger or more complicated, the point of view lurching like a stick-shift car with a novice driver. That’s why everything felt claustrophobic, because every cubic foot of space meant more polygons. That’s why the player was

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