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…
It really isn't that different than the approach everyone uses for trees, bushes, grass, plants and other foliage. Create a few things, mix and match them to make varied looking environments. With buildings you just need to learn how to fit the pieces together, sticking to the grid helps. Yea that would be awesome... But…
If only there was a way to set up all your materials and models in UDK and then link it to a max/maya file so you could assemble the scene in Max/Maya and then just export directly to UDK and have it all assembled there! Ah if only.
doing it all as large meshes would take more memory since less things are being reused, and loding and occlusion wouldn't work too great. 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…
the trick is to use modular pieces that are just the right size so that you don't have to use too many of them. Also a lot of game engines will have lodding and culling systems that reduce/remove actors when they're not visible or far away.
Our engine can also mitigate that issue by "glomming", the engine can combine multiple objects with the same material into a single object, thus reducing the number of objects. We manually set which objects can be glommed in max because you only want certain types of objects to be able to be combined. This is a step which…
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?
If you want to learn more about it, check the wiki here: http://wiki.polycount.com/CategoryEnvironmentModularity?highlight=%28%5CbCategoryEnvironment%5Cb%29
game engines are designed so that instances are cheap, if you merge it all before importing then it counts every piece as unique and performance suffers.