I guess having worked mainly circuit racers, then occlusion wouldn't be much of an issue, as you would be viewing a lot of the track at any one time, and yep LODs would be more efficient. I'm going to make some very windy/hilly mountain tracks, where you really would be only viewing about 5% of the track at once. I…
Thanks again Eric, these workflow tips are helpful. By the way that morphing tech is very impressive. I know that 2D morphing algorithms are not simple in the slightest, I wonder how they went about that, used some existing 2D morph code then just morphed the verts in 3D, or did the 2D transitions from scratch too. And how…
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…
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…