Comment on When making a game level in a modern engine, is the (main, static) level geometry big one model, or many smaller pieces?

Yaky@slrpnk.net ⁨2⁩ ⁨weeks⁩ ago

From what I remember ftom modding and just playing games from a while ago, often there is “level geometry” (which can be subdivided into parts if needed), for example, ground and hills in Fallout, city block in GTA; and then there is “decor”, repeated assets, such as trees, fences, pipes, obstacles, etc. This asset repetition is particularly noticeable in Fallout 3/NV, and somewhat in Stalker (mostly on abandoned cars)

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