I have been seeing a bunch of people building modular buildings and large structures out of a bunch of smaller pieces and assembling them inside a game engine. I understand that is offer a high level of quick customization but I am curious if it is the most efficient way of doing things. You can quickly get a high number of actors in a scene if you are building everything out of "Lego" pieces. To me it seems more efficient to build what you want in the 3d program out of the pieces, merge it into one object, then import that into the game engine as one actor this way it saves on the number of actors that need to be drawn. Please correct me if I am wrong or missing something.
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http://wiki.polycount.com/CategoryEnvironmentModularity?highlight=%28%5CbCategoryEnvironment%5Cb%29
Also a lot of game engines will have lodding and culling systems that reduce/remove actors when they're not visible or far away.
as in most things the idea is to strike a balance, yes im sure having tons and tons of actors in a scene would have a bad effect on performance, but have very few very large meshes for everything would be the same.
Stop teasing us with your superior production proven tools in your studio darn it!
Damn Naughty-Dogites and their superior programmers, one day, I shall have my reven-wait, isn't CE3 supposed to have such a system in place already?
And yea, if you have a scene that is only a single object, you can't cull out that object unless it is entirely out of view. With smaller pieces you can quickly cull out anything that isn't seen, which is good for performance.
Yea that would be awesome... But still UDK is light years a head of source (at least what is released to the community) and to quite a bit a head of Unity.
In UDK you have the procedural building tools, where you feed in a bunch of pieces designate certain things such as walls, corners, molding & trim, even store front and roof. Assign those to a box and it figures out how many of which piece goes where. This is an incredibly quick way to assemble a city, copying your setup and swapping out some of the pieces. Suddenly laying out an entire city happens in a few days instead of a few months.
Another major bonus to modular design is in the time it saves you. You create a handful of modules and that translates into entire buildings, you're not stuck creating blocks and blocks of unique buildings. You create just a vertical slice of the building that can be arranged uniquely a few different ways from the same few pieces.
Not all games use the same formula. There are times when your module will be an entire floor to a building instead of wall section, or the entire module will be the entire building, it all depends on the design and scope of the game.
Also, its easier to cull objects if they're separate actors, enabling the engine to dump the majority of the building if it isn't seen, rather than one giant actor that must stay on the screen for longer even if you can only see one little corner of it.