You
tray.
    “There’s really no manual for any of this?” I asked.
    “I never have time, and the spec is always changing anyway.” Did she write all this?
    “This is the creature library. Just select one, then click on the 2-D map to place it. Shift-click to bring up its behaviors. Scripting, conversation, patrol routes, starting attitude.” She clicked, and clicked again faster than I could follow. A tiny dragon appeared, frozen in the 3-D window; a corresponding dot appeared in the map window.
    “So is that…” I started.
    “It’s a bad guy. Okay so far?”
    “Sure,” I lied.
    “So viewing options now. You can cycle through the four versions of the world.” She backed the viewpoint up into the sky, then whip-panned to focus on a small fort in the middle of a forest, a single round tower, and tapped the space bar.
    “Wireframe.” The screen instantly darkened to a black 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

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