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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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MRKane 007
Joined: 11 Dec 2008 Posts: 1075
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Posted: Tue Sep 11, 2018 1:47 pm Post subject: Adding Objects vs Modelling Geometry |
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Gidday everyone,
I've searched for an answer on this, but couldn't find anything after a brief look. Simply put my question is:
Performance wise, how much of a difference does it make between adding objects to a room, or modelling the geometry into the room?
Logistically I'd expect that adding objects would result in a performance boost as the PD engine should be doing some frustum culling, but modelling objects into the geometry means that I can do some nice lighting and colouring on them - so essentially that's the line I'm thinking of investigating, but if it's already known it'll save me some time _________________ No Mr. Bond, I expect you to be re-coded! |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 333 Location: N.J. |
Posted: Tue Sep 11, 2018 6:55 pm Post subject: |
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I don't understand much on performance, but I can speak for functionality. I would say the main point in adding an object instead of baking it into the background is for interactivity (mostly destruction, but PD also has object pushing). Because of this interactivity, I would think objects have more to process than the non-interactive background. On second thought, the objects appear to be well optimized. I know I've seen pushable objects not impact performance until they were being pushed against another object.
In the end, it's likely case-by-case. Might be best to try both and see which works better. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Tue Sep 11, 2018 9:08 pm Post subject: |
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I'd think in some cases background set pieces may be better. Say you have a few wooden crates stacked together, creating some cover for the player. As objects, each crate would require six sides (twelve polygons), plus any decals. As background, you can draw only what you need, and cut the number of polygons down. Now, this means they can't be destroyed or moved around, so you really have to consider the purpose for each thing as you are placing it into your level. As BG, you can also add more accurate shadows for the location. It can be a battle of aesthetics versus functionality. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1075
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Posted: Wed Sep 12, 2018 2:08 am Post subject: |
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Cheers! I might try to balance out polys used in some cunning way. I'm currently modelling a confederate fort so it's mostly heavy hewn logs and barbed "blocking" walls, but it quickly adds up once you include sundry things like hammocks etc. _________________ No Mr. Bond, I expect you to be re-coded! |
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loofadawg Agent
Joined: 15 Jun 2018 Posts: 138
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Posted: Wed Sep 12, 2018 8:01 am Post subject: |
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Read the thread about adding the village from Zelda. I recall something about buildings and objects inside... I can't articulate my thoughts here. Something along the lines of the overhead of the engine keeping track of the pots and stuff even when they weren't visible and doors were closed.
(Psst! Loofa is a dog's stuffed chrw toy full of fluff.. take everything it says with a grain of salt.) |
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