It is big -- but not as bad as you might think. (Thank you, C#.Net)
I assure you it's gonna get tested to the hilt -- my 1st game is gonna combine terrain CSP with in-building CSP. A 2 layer setup to really cut down the poly counts :)
If hide/show is only done when transitioning from cell to cell in the CSP matrix, it shouldnt cause much of a problem. Only have to deal with what was visible from the last cell getting turned off, and what in this cell needs to be turned on -- should be reasonably short lists in both cases.
Also, if you dont tell the IDE to generate CSP data for an object, its not going to do CSP in the runtime -- so you have full control :)
I've only read up a little on tokamak, but it seems pretty straight forward how you define the physics properties of a given object.
I assure you it's gonna get tested to the hilt -- my 1st game is gonna combine terrain CSP with in-building CSP. A 2 layer setup to really cut down the poly counts :)
If hide/show is only done when transitioning from cell to cell in the CSP matrix, it shouldnt cause much of a problem. Only have to deal with what was visible from the last cell getting turned off, and what in this cell needs to be turned on -- should be reasonably short lists in both cases.
Also, if you dont tell the IDE to generate CSP data for an object, its not going to do CSP in the runtime -- so you have full control :)
I've only read up a little on tokamak, but it seems pretty straight forward how you define the physics properties of a given object.