Hello, just wondering what you guys think should be the cutting points for modular pieces. I was thinking, each floor(duh), but also cutting each floor into 4 sides. I was considering this because of occlusion culling. The player won't be able to see all sides of a building at one time in most games. Plus, if it has equal…
Again, depends. If this a FPS, and you navigate the inside of the building, then you're probably safe having each room be a single floor mesh plus multiple wall meshes plus a roof mesh. Do some tests, and profile them on your target hardware. Can't stress this enough! If you use a well-designed layout, with proper S-curve…
No offense but i don't get the question, cutting a floor into 4 sides? A floor is often just a plane like this one here I mean i've seen people using uniform box models where every side has a different floor texture applied to it, but that is rather rare. The benefit of this technique would be more on the side of the level…
Sorry guys, I should have been more clear. I am talking about the stacked floors of a building, not a ground floor. And cutting them into 4 sides. EDIT: also, in regard to drawcalls- since I will be using Unity, there will only be 1 drawcall per module type because they will be prefabs. So that is another thing to…
The short answer is... it depends. How modular stuff is fragile balance between culling vs draw calls. Each seprate mesh add at least ONE Draw Call (and more often more), to redeuce them you want to keep meshes merged and as big as possible. On other hand single huge mesh is harder to cull. You either cull entire thing or…