Seeing as 3D engines these days have moved away from BSP and more towards static meshes, I'm assuming that it's standard practice to chop a level up before importing it into whatever engine you're using? My question is simple - what's the best way of doing this in max? Say slicing a racetrack up into 12 or so pieces.…
If you go for a race game engine maybe consider doing something like spline or nurbs based tracks generated in the engine instead of created beforehand in max, maya,... The advantage would be less of a overhead on the triangle count to clip and sort into sectors. Fzero on the n64 did it like that and many track editors…
Hey Eric, do you know why the company is now defunct? It seems a shame that the company of such a clever guy isn't doing better. Also, you know once you'd set the whole level up in chunks, as per the example on your website, how was it all exported? What was the whole export/import workflow from when the level was done, to…
My own 3D engine. As part of the deferred processing and culling broadphase, I calculate the bounding boxes of entire models from their verts, and if they are deemed to be off screen, I can completely skip iterating over their polygons to possibly be rendered. Without a level created with a BSP structure, I imagine most 3D…
I see I see, so you weren't using standard file formats at all, those pieces were exported as a custom format for the engine? Did the exporter automatically centre them before exporting, then the engine initiated them using the coordinate they should have in world space using a CA? And by the way, I totally understand…
Well to keep things simple, let's pretend it's just one big mesh, perhaps with some buildings welded into it, foliage to be added in engine. So basically just a big tacetrack with a few buildings. As you may have guessed, I haven't even created the level yet, I just want to know in advance, as creating a level is my next…
Custom engine, for PC, made by a now-largely defunct company. The engine had some really cool tech, but it was very rudimentary in the tools dept., so we used Max as the level editor. Which in fact many other companies do. No slicing, yes snapped. Max's snap errors can be made small enough that they aren't noticeable if…
Ah, thought so. And the note tracks you used, presumably they were used to store each section's world coordinate, so that even though the section itself was centred, it would be positioned where it should be when loaded into the engine? This is something CA's do though right, and that's what I would be better off using?…
I have no personal experience with racing games as my studio already had finished one when i joined.So the guys who replied will know more about it. i work mostly with unreal and proprietary engines as well as infernal. in infernal it is more straight forward, we export the entire level and then add other actors like props…