The difference in the available disk space and RAM is allocated for essential system processes and functions. That way, no matter how much you monkey with it, the system will always have what it needs to function properly.
Yep, it's that time of the dev cycle, when games like Vagrant Story come out for the mature systems, yet everyone's got eyes only for the new systems and abominations like... Evergrace.
Blizzard must have some amazing Mel scripters, because it's nothing really special right out of the box. :/ Hypershader system is cool though. Node Based system = teh win
When I was working with Havok's collision system, their mesh collider was basically a convex hull for each triangle. So it's really accurate, but also really expensive. I wonder if Unity's system does the same thing.
Yeah, its a confusing system. You may be happy to know that it has been replaced with a universal scene system for Toolbag 2.0, not more save mesh/materials/scene, everything is saved into a scene file now.
I can respect your want of something prebuilt. However. Why are you limiting yourself to box stock systems? Why not order a custom system? Anyhow from the two you listed, the zt by far.
Depending on what your system units are, 2 decimal places for precision might be too little (for example if your system units were set to meters, it would behave just as you describe).
Yea, the lack of topological symmetry in Mari is/was really weird, it's not even that difficult to implement (in general). I don't think Modo had a proper index-based topological symmetry system either when I used it, though it did have one based on vert positions (which of course broke all the time since float values are…
coool! anyone tried lightprobes and shuriken yet? any pros and cons with the new systems? I would imagine lightprobes could be costly? hopefully shuriken isnt any more intensive than the old particle system