Regarding LOD on static meshes, what I do is divide the map up into sectors, and store a single merged staticmesh for each sector. I can also store a version made up of low-res meshes, and switch them out on a per-sector basis, instead of individually.
that's what i was thinking. I want to have about a 8-12 mile draw distance for our mech like game. I want to make it so that it doesn't draw to pointlessly either...like u standing in front of a wall...or hill or whatever. It doesn't need to waste time rendering behind it so much. Sections sounds like it'll fix that to a pretty good degree.
yea i saw your post on your engine. That's awesome man. I'm impress. But i rather make my own engine for the learning experience in it. I woudldn't mind if u gave me some pointers...odds are we'll just start to figure out some of the same things eventually right? Even if my engine doesn't reach 6 million, i'm goin to shoot for 2-3 million and if i can make it better, fine. you guys will probably see me around the forums a bit. But school is goin to slow things down...like always *rolls eyes*
that's what i was thinking. I want to have about a 8-12 mile draw distance for our mech like game. I want to make it so that it doesn't draw to pointlessly either...like u standing in front of a wall...or hill or whatever. It doesn't need to waste time rendering behind it so much. Sections sounds like it'll fix that to a pretty good degree.
yea i saw your post on your engine. That's awesome man. I'm impress. But i rather make my own engine for the learning experience in it. I woudldn't mind if u gave me some pointers...odds are we'll just start to figure out some of the same things eventually right? Even if my engine doesn't reach 6 million, i'm goin to shoot for 2-3 million and if i can make it better, fine. you guys will probably see me around the forums a bit. But school is goin to slow things down...like always *rolls eyes*