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Closed face geometry in your Engine/Platform?

Ott
polycounter lvl 13
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Ott polycounter lvl 13
I've got to convince some people that closed face geometry isn't always the standard. I know that we don't require ass-tight geometry in UT3, but what other (licensed) engines or platforms out there do you guys know about or use that allows floating geometry?

Also, if your studio uses a proprietary engine, can you tell me whether it takes open or closed geometry?

I've never worked on the DS, PSP, Playstation 1 and 2, Nintendo systems, Gameboy, Cell Phones, or any other of the other hundred systems out there either, so if you know about any of those platforms that required it as well I would be curious to know.

Thanks for the info! cool.gif

Replies

  • skankerzero
    Our Infernal Engine doesn't require us to close our meshes. We can have holes, we can float, we can do lots of things.
  • Keg
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    Keg polycounter lvl 18
    only time I can see requiring closed geometry is working with shadow volumes and even then there is techniques to get around that.
  • Asmuel
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    Asmuel polycounter lvl 17
    I've worked on two PC/360 titles recently that I know for sure supported open and floating geo. Both have their own engine, but I cant give any specific details.
  • Jesse Moody
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    Jesse Moody polycounter lvl 18
    From contracting and shit for the past 9 months and the majority of it being Unreal 3 based stuff I have never been told to make sure everything is sealed tight.

    Collision mesh yeah or something that would make a huge difference when it comes to shadows but a lot of stuff has had open faces and I have floated all kinds of things.

    Now at my current job I am still floating things and not having to worry about water tight meshes.
  • Slum
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    Slum polycounter lvl 18
    Any modern solid engine isn't going to give a damn about your open or closed meshes. There are exceptions to the rule, and I'm sure somebody is going to immediately give me a list of engines that differ from this statement.. but thats the general consensus of 2007 game dev IMO
  • Ott
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    Ott polycounter lvl 13
    I completely agree, and most of the stuff I have done in the past has pretty much backed all this up. I appreciate the input so far, and I would love to hear anyone that is making stuff for current gen that is NOT using open geometry?

    The only time I have seen it was at my last job we were using an ass-old engine that if you wanted to get even remotely decent lighting you had to close your meshes off, otherwise you would get some odd artifacts. Other than that, we also used UT2004 and used to have some odd lighting as well if you floated geometry. We had a hard time getting stuff to light properly if it was open faced.

    Anyone else?
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