BSP level, is it OK?

Blitz3D Forums/Blitz3D Programming/BSP level, is it OK?

re 1: LOD reduces a mesh based on distance, autofade is something else -- Setting EntityAlpha=0 will remove an entity from the rendering pipeline -- I wonder if EntityAutoFade past the max distance has the same effect, and if there is any cost using autofade on a large number of entities (100s or 1000s).

re 2: Its a trade off -- if you want to do all the design work in 3ds, and not use another mapping app to assemble the pieces, its going to cost speed. However, it sounds like you have some test maps already, and if you are still anyplace over 80-100 fps, that leaves some cpu time for other processing (dont let fps get below 60)

re 3: no, its not acting like BSP when you use LoadMesh or LoadAnimMesh.. Blitz does have BSP support, and there is ongoing discusion about visibility systems that will work with LoadAnimMesh... Project Plasma is doing some very serious work on Cubic Space Partioning (CSP), and I'm working on a similar system for my games.

what kind of MMORPG ? I'm working on an RPG using terrains since most activity is outdoors, using LoadAnimMesh for all terrain and buildings on the terrain (some quite complicated internally) because of the visibility system I'm using.

BSP is best for "interior games", running around inside buildings and other closed spaces (i.e. there is no "outside") -- wether or not BSP is best for your game depends on the play environment...

Personally, I'm avoiding BSP because of the tools my arists are using, and how the artwork is going to be assembled to create a level for my game. But if you have entire levels that are "indoors", using BSP for those levels can really help.. however, creating BSP correct geometry in 3DS can be a challenge.