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	<title>Turbine Games Q&amp;A/Dungeons/Q-14 - Revision history</title>
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	<updated>2026-06-05T17:56:56Z</updated>
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		<title>127.0.0.1 at 20:44, 19 December 2020</title>
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		<updated>2020-12-19T20:44:41Z</updated>

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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Turbine Games Q&amp;amp;A&lt;br /&gt;
 |  Link = &amp;lt;nowiki&amp;gt;http://www.turbinegames.com/qa/view_questions.html?id=1884&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | Title =&lt;br /&gt;
 |  Text =&lt;br /&gt;
{{Turbine Games Q&amp;amp;A Question&lt;br /&gt;
 |    Asked = 2000.11.09&lt;br /&gt;
 |   Player = Sun-Lo (solclaim)&lt;br /&gt;
 |    Title = Above ground dungeon&lt;br /&gt;
 | Category = Dungeons&lt;br /&gt;
 | Question = Youve said that you cannot make an above ground dungeon.. As houses and etc are difficult.. But i have a suggestion or an idea... Instead of using a building.. Why not use trees or shrubbery.. Like the old Shrubbery mazes found in Europe? Simply pack the plants and trees to close together.. And Viola an outdoor dungeon maze!!&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Thanks again for a Fantastic game!!&lt;br /&gt;
 | Answered = 2000.11.09&lt;br /&gt;
 |      Dev = Jason Booth&lt;br /&gt;
 |   Answer = Mainly because of fill rate concerns. Dungeons allow us to clip away any polygons which are not visible from the viewer, however, a shrub maze wouldn&amp;#039;t allow that, and you&amp;#039;d draw shrubs/walls as far as the eye can see. At eye level, that could mean drawing the entire screen 20 or 30 times, in a complex maze, which would bring most machines to a crawl.&amp;lt;br /&amp;gt;Our building tech allows us to clip into the inside of a building, or clip into the outside of the landscape, greatly reducing the number of polygons we have to draw. However, it&amp;#039;s limited to a 24 meter block size due to sorting, so large castles have to be built out of multiple pieces which have the same problems a hedge maze would have.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Of course, all of this is moot with our next generation engine, but in 1995 (the days of 486&amp;#039;s), when we started building AC, these tradeoffs were well worth it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>127.0.0.1</name></author>
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