Im currently experimenting on how many asteroids I can realisticly have in a single level..! Larger roids have upwards of 2000 Polys and medium size ones are about 1000 each. And the very smallest versions are as low as 200 polys (perhaps even lower). All are normal mapped from very high poly displaced asteroid meshes and heightmaps, so they look pretty cool imho.. Currently Im planning a very dense field of these roids in a mini mod Im making, but I really need to have the asteroid field as densly packed as possible for exhilerating fly-throughs and combat etc..
But im begining to wonder how many roids can I have and still keep MP playable and smooth.. Here is my current idea on roid counts etc..
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Large: 2000 polys x5
Medium 980 polys x10
small 200 polys x50
tiny 80 polys x200 +
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Coupled with a clever layered background and the new skybox, it will be easy to simulate thousands of roids ouside the main playing area, but to keep that illusion going inside the map will be tricky.
Does anybody have any suggestions they care to share that could help to keep the roid count very high but still very playable..? I would appreciate any input fellas..! Thanks in advance..!
But im begining to wonder how many roids can I have and still keep MP playable and smooth.. Here is my current idea on roid counts etc..
----------------------------
Large: 2000 polys x5
Medium 980 polys x10
small 200 polys x50
tiny 80 polys x200 +
----------------------------
Coupled with a clever layered background and the new skybox, it will be easy to simulate thousands of roids ouside the main playing area, but to keep that illusion going inside the map will be tricky.
Does anybody have any suggestions they care to share that could help to keep the roid count very high but still very playable..? I would appreciate any input fellas..! Thanks in advance..!