Creating a level

dbrock

18-01-2008 05:32:21

So we're creating a level for our game. I'm not quite sure how or which way would be the best way to approach this from a programming perspective, but so far, we've modeled out a static level in max with no dynamic entities, just basic geometry. Would it be best to export the entire level as a single mesh, or multiple meshes, and give each one an NxActor (static) shape for the physics engine. If anyone has any input on how they've done their levels in the past, that would be a plus.

betajaen

18-01-2008 09:32:11

I suppose there are a few ways to approach to this.

- One is like you said just load it in as one great big actor, but I can see some performance problems with that.

- Second is to split it up into separate chunks, and each chunk is an NxActor. From that you have some moderate control over it all.

- If your level has some repeatable stuff; tree's, buildings. You only need one of those, from that many copies can be made.

This is a big subject here, so I'd try the second one first and see how it comes out, and use the third one if it's applicable.