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HPL2 Polygon Budget
Alex Ros Offline
Senior Member

Posts: 447
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Joined: Aug 2012
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#4
RE: HPL2 Polygon Budget

(11-09-2012, 05:08 PM)Acies Wrote: Just out of curiosity, is there any engine where X amount of polygons causes a crash?
Yes of course. Most of engines do have such a limitation. If there's a compile level-map procedure and you've exceeded the polygon limit the level wouldn't just compile. That simple. And most of engines do have a compiling step. And it's not about visible-to-player or invisible-to-player polygons - there's just a specific limit and you have to always point it mind.
Quote:...Myself I have a 10,000 polygon terrain in the mod I am working on, but it dosent hurt framerate...
Well looks like it could be a helpful number. At the moment I'm making pack of the new trees and looks like if a single one uses 300-400 triangles, it's quite fine. And if the whole park could "eat" something around 7-8 thousands it also wouldn't crash HPL2. That's nice.
(This post was last modified: 11-09-2012, 05:39 PM by Alex Ros.)
11-09-2012, 05:29 PM
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Messages In This Thread
HPL2 Polygon Budget - by Alex Ros - 11-09-2012, 04:32 PM
RE: HPL2 Polygon Budget - by WALP - 11-09-2012, 04:58 PM
RE: HPL2 Polygon Budget - by Acies - 11-09-2012, 05:08 PM
RE: HPL2 Polygon Budget - by Alex Ros - 11-09-2012, 05:29 PM
RE: HPL2 Polygon Budget - by xxxxxxxxxxxxxxxx - 11-11-2012, 11:05 AM
RE: HPL2 Polygon Budget - by Alex Ros - 11-11-2012, 04:57 PM
RE: HPL2 Polygon Budget - by The chaser - 11-11-2012, 05:22 PM
RE: HPL2 Polygon Budget - by Alex Ros - 11-11-2012, 05:28 PM
RE: HPL2 Polygon Budget - by The chaser - 11-11-2012, 05:33 PM
RE: HPL2 Polygon Budget - by Alex Ros - 11-11-2012, 05:46 PM



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