Game test v0.01

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miso
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Re: Game test v0.01

Post by miso »

I belive, that the original idea of yours was better: texture atlas for everything instead of multiple materials. That way, you can compose a single texture chunk of multiple static objects. (by not finishing a mesh, but instantly adding a new one later until vertexcount is not high)
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minimy
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Re: Game test v0.01

Post by minimy »

miso wrote: Sat Dec 06, 2025 3:00 pm I belive, that the original idea of yours was better: texture atlas for everything instead of multiple materials. That way, you can compose a single texture chunk of multiple static objects. (by not finishing a mesh, but instantly adding a new one later until vertexcount is not high)
Hi miso! No, the idea is the same: texture atlas for everything, But now can use up to 4 materials in one mesh.
All the 'subobjects' are into the mesh, Every object is not a submesh, real submesh is only for diferent materials (groupped).
Only four materials by default because i can change on the fly when import mesh in the program, but in editor i got 4 diferent materials for test.
The idea is when compose a mesh can use or not faces and vertex for, top,down,front,back,left,right and hole (tunel).
With this i can save a lot of vertex and faces. Just use the needed vertex and faces in every object.
The result is good balance between speed and architecture of the object.
In my test i got a hight rate of fps. Im happy with the result.
I think may need any primitive mesh more for any cases, but not bad now. :mrgreen:
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