Quads Vs Triangles

I might be wrong about this but no one has ever told me otherwise. I know game engines require all models to be in triangles, right? I am assuming this is true for unity as well but why!? Why cant engines use polygons there a lot easier to model with and it would be nice to not have to change from quads to triangles when importing. Although that is really not a big deal. I am just really curious. I have asked around and every one said they don’t know (Im probably talking to the wrong people) Some one satisfy my curiosity!

My guess is that this is a performance issue… Im not profond with the technical details though.

Performance wise it’s easier to make calculations when all polygons are of the same degree (i.e. have the same number of sides). Since the triangle is the simplest polygon all more complex polygons can be reduced to triangles. In theory it’s just as easy to build an engine that only handles quads, but it would be harder to make complex models that contain only 4 sided polygons.

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Thanks I got an answer from david too I get it.

Also Unity automatically splits larger polygons into triangles upon import, so there is no need to worry about the modelling being harder. Just model as you’ve always done.

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every quad is consisting of two triangles. However the edge that split the quad into two tris is as default hidden in most applications. When doing low res graphics, you may sometimes need to flip to edge, the tris are sharing, to get a better mesh.