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Pi Mu Rho said:Anything created as a brush (terrain, buildings etc) won't have any realtime occlusion done on it. THat's why a GTA3-esque cityscape isn't possible. My original point stands.
Nothing hard about that, but the engine will be drawing 100% of everything you see 100% of the time, unlike with brushes which draws what you see not what you don't see.. It's how the engine works. use props(meshes) for detail, brushes for world objects.ToddTheFrog said:So why can't someone just create the sky scrapers in a 3d program with 2 or 3 Levels of Detail and then basically just use hammer to place them and create the ground ...... whats so hard about doing that?
Todd
Pi Mu Rho said:How are you going to manage the LODs?
With a map, the engine knows from any given point what can and can't be seen. With models/props, it doesn't. If you have one prop behind another, it draws them both - you have no way of forcing the engine to use the zero LOD at the right time.
As Pi says, crappy non-solutionToddTheFrog said:Distance fog and if an object is x distance from person then it won't draw it. Thats a very easy solution.
-Todd