Building levels
Posted: Mon Jan 16, 2012 3:45 pm
Ok, first of all let me say, bepu is amazing! It fulfills all my needs.
I just have a couple of questions:
1 - Is it best to make levels out of static meshes or out of the collision primitives?
ex: I could make the entire level (walls, ceiling, floors) in my 3d model editor, and load that mesh into bepu, then have static objects representing all the stuff,
Of course I'd be loading a simplified version for collision detection, and would have the Map cut up into sections (see next part)
or should each wall/ ceiling be a static box?
2 - I've implemented a "portal" system in my game, where only the active part of the map needs to be updated / drawn. Is there any way I should tie this into bepu.
ex: You move from room A to B, so tell bepu that room A and it's contents no longer need to be updated.
Thanks in advance!
I just have a couple of questions:
1 - Is it best to make levels out of static meshes or out of the collision primitives?
ex: I could make the entire level (walls, ceiling, floors) in my 3d model editor, and load that mesh into bepu, then have static objects representing all the stuff,
Of course I'd be loading a simplified version for collision detection, and would have the Map cut up into sections (see next part)
or should each wall/ ceiling be a static box?
2 - I've implemented a "portal" system in my game, where only the active part of the map needs to be updated / drawn. Is there any way I should tie this into bepu.
ex: You move from room A to B, so tell bepu that room A and it's contents no longer need to be updated.
Thanks in advance!