Notice: All items below are provided without context. There is NO guarantee anything featured in them will be present in the final release. These items are shown from RAW development. Items are in chronological order, bottom being most recent.
Notice: All items below are provided without context. There is NO guarantee anything featured in them will be present in the final release. These items are shown from RAW development. Items are in chronological order, bottom being most recent.
Oh no, you can’t automatically optimise your levels? I think you should immediately dedicate all your programming resources to developing an HLOD-based level optimiser that generates low-poly meshes, bounds, collision meshes and transition distances without producing any holes in your meshes and delivering good results while being completely bug free and compatible with Android, OSX, MS-DOS, Amiga and Windows ME. That’s what we need right now!
Oh and how about some fancy tessellation algorithms that easily replace discrete LODs and instead help reducing the amount of data needed for storing an object
Notice: All items below are provided without context. There is NO guarantee anything featured in them will be present in the final release. These items are shown from RAW development. Items are in chronological order, bottom being most recent.
Notice: All items below are provided without context. There is NO guarantee anything featured in them will be present in the final release. These items are shown from RAW development. Items are in chronological order, bottom being most recent.