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« on: November 01, 2008, 02:16:07 am »
The real limit would be for the whole scene. And that limit would be dependent on hardware / efficiency of program.
However, the limit per scene might be hard to control: since the game might have hundreds of monsters on screen at once (depending on how the game works).
I'd say it depends on how 'important' the model is. For example: if the player's gun is going to take up the bottom of the screen, be in every scene, be close up, and take up large portions of the screen, obviously you can invest a fair few polys in it: possibly 1000-2000 would be a fair guide. An enemy's gun, which will be further away, smaller, less important and less visible anyway, might be less than 50 polygons. The monster himself might take 1500-3500 for a first person shooter, but in a top down role playing game he might be far less detailed: since more enemies are on screen at once, and they will be smaller anyway. A strategy game might aim for 50 or less polygons: where hundreds of grunts need to be seen.
So there is no hard and fast rule. It mainly depends on how many models you want on screen at once. If you want lots on screen: everything will have to be smaller to compensate, and each individual model doesn't need to look as detailed. For a beat-em-up game with only 2 models on screen, go nuts: even 10,000 polys each might be about right.