Re: [GD-Design] A few questions
Brought to you by:
vexxed72
From: Tom H. <to...@3d...> - 2001-09-16 12:29:45
|
At 05:03 AM 9/16/2001, Death Hunter wrote: >Hello all! > > I have been waiting for such a game list for a long time now. I hope > the following questions belong here. > >1. When designing games, engine design is very important. So I was >wondering what is your method of choice for culling? BSP? Portals? >Octrees? Something else? It depends entirely on the game itself. You need to decide what kind of worlds you need to represent, then chose a level description and engine style that gives you performance needed to make the game concept work. As a (very) general rule of thumb is that BSP and portal engines are good for interiors, and octrees / quadtrees (and their derivatives) are good for exteriors. You do a lot of culling in interiors, but exteriors are much more difficult do things like occlusion or PVS style culling. Since octrees are more flexible, I think we're seeing a lot of them used for both interiors and exteriors these days. Also, there's a lot of hybrid solutions (like octrees at a high level, with leaves containing BSP trees). Design the game first, then figure out how much you can support with different engine types and at what performance. There's always a trade-off but until you know what the requirements are, designing the engine it really a waste of time. >2. I am currently trying many different techniques, and I always need some >sampla level data. Can you recommend some (preferably free) level editors >with ability to export to a custom format, or at least with a good >documentation about the available format? For interior and character modelling stuff, I'd look into the Quake editors. There's tons of free ones, and a lot of people that know how to use them. Tom |