Often there is confusion seen all the time about why Meshes exported from or being used in Game Engines are Triangulated. In this video I am going over this briefly to clarify it with a very simple explanation since the boring math stuff isn’t really necessary to understand it.
SIMPLE EXPLANATION--- If you don’t want to wait around, just read this as the answer is quite simple - Game Engines render in Triangles as they were programmed to read it this way as well as for Faster and more efficient Rendering so that the engine can better handle several meshes instead of just a handful or few.
MORE DETAIL--- This is happening for one of two reasons. One because that is the way Game Engines are programmed to read meshes. Two because it is splitting a Polygonal Face (1 Square) in half (2 Triangles) instead of going it the full way around meaning it is able to read render everything twice as quick instead of doing the full data rotation while attempting to read and produce it.
EXAMPLE A--- Think of it like a Road from Point A to Point B, instead of going the long way around, if there’s a diagonal shortcut you can take to get there faster, you’ll likely take the shortcut because it shaves of a lot of time so that you are where you want to be earlier than expected.
EXAMPLE B--- Still not convinced? Thinking that doesn’t make sense because it’s rendering two parts instead of one? Okay, let’s continue, there’s a method to the madness. Let’s say you open a Book, and you start reading but then you have to turn the page to read the next page. That is slower because you had to stop what you were doing and turn it over to read the back side. Now on the next page, you are now likely holding that same book fully open looking at two pages side by side. The book is now showing you two split pages of data (text) in front of you. You can therefore read this much quicker and more effectively because you didn’t have to stop.
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