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Thread: [WIP] Kirkbride Insane Asylum 3d Level Design for Mystery Game in Blender.

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  1. #6
    Administrator Redrobes's Avatar
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    I dont know which game engine your targetting or in fact much specific knowledge about game engines but I wondered about something which may be relevant here. I did work on 3D video drivers for a while tho so it may be pertinent. In most video engine optimizations its possible to work out that some polygons cannot be visible quite quickly without having to go through the per pixel depth cull. So is it necessary to break up long walls into shorter sections ? I wondered this because if its possible that a bit of a large polygon may be visible then it does not get culled quickly and the whole thing may need to be rasterized and then each pixel tested for visibility in the shader. If you break up a long wall or a long ceiling into parts then maybe most room walls and ceilings get culled leaving only the ones which may possibily be visible. Is that something that may help ? I wonder this at this point in case it means that your model could be done differently. I dont know the answer to this and I suspect you would need to ask someone who has a lot of experience with them. But I guess you could test if the engine renders it faster to find out.

    I do know quite a bit about boolen cleanup since I wrote an implementation of an algorithm to do that some time ago. Writing 3D boolean is a lot tougher than it appears in case anyone is wondering. Tough to the point of you just want to brain yourself on a hard surface come the end. Anyway... if you have a complex window recess that you want to boolean into the wall then its probably easier if you do the boolean once into a local bit of wall and clean all that up leaving you with a nice rectangular piece of wall around the window then use that as your boolean object for more windows. The nice clean bit of wall is a lot easier to clean up than complex bits of window frames. Also, the boolean algorithms work better when there is nice clean orthogonal bits of polygon to do intersection calculations with compared to shards of rounded polygon bits etc.
    Last edited by Redrobes; 12-02-2017 at 07:17 PM.

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