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Wow, everytime, I think I know what you meant by, "Built to a scale that no one's seen before", I think I know what you meant, but everytime I see updates, hehe, woooops, I was wrong.
When mapping, what really dictates the playabillity on machines, the number of brushes, lights, ummmm, b33rs ???
PuN
When mapping, what really dictates the playabillity on machines, the number of brushes, lights, ummmm, b33rs ???
PuN
- eXg. sabooya
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i believe its mostly how many lights/shaders are on the amount of brushes, yah your going to have an issue with the amount of brushes being rendered at once, but i think there is a way to break it up in to areas, and new areas render as you walk around. Dont quote me though.
I do know lots of lights +lots of brushes = LAGGG
I do know lots of lights +lots of brushes = LAGGG
- eXg. CrUsH
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As far as the doom engine is concered it is lights that will bring a map down more than anything. You could have a relitivly small map or even a very small map and kill the frame rate with the lights. The key is not having allot of lights hitting a single brush, everytime there is a light hitting a brush, the engine has to redraw that brush that many more times a second. So, if you have a big brush like lets say the ground outside, your going to want to split that brush into smaller pieces. The player wont notice a thing but the engine can render it much smoother.
I havent really done any lighting yet besides a couple here and there. Most details are not even put in the areas that may look "done" Working on the night club now, yay haha.
I havent really done any lighting yet besides a couple here and there. Most details are not even put in the areas that may look "done" Working on the night club now, yay haha.