Keep an eye on this thread more coming …
Dev website is: www.WorldofClouds.com
I heard about this thing called level streaming …
I was wondering … what would run faster in game. Instances or merged actors’ mesh. What do you guys think?
I haven’t compared the two methods so I have no idea. My instinct just tells me that a merged into one single mesh would probably be faster and better to use.
The other issues with instances are that they are very hard to move around and transform because they don’t have transform widgets in the viewer and of course would all have the same tops.
Here the wall pieces each have a slightly different “broken top” so you don’t see too much repeating.
If you merge all those walls into one mesh wouldn’t that screw up occlusion culling, it would constantly render the entire thing even when you can’t see it. Might be better off merging sections rather than the whole thing.
My 2 rubbish cents
Absolutely right. That was the conclusion I arrived at. I am keeping them as individual wall pieces and my culling is working great.
I figured out how to create a hitting sound with the Physics ball. The problem here is that “onhit” event is the same as “istouching” so once your ball hit something and it moves over the floor or just sits on the floor the sound of hitting keeps looping. I think it has to do with the physics query that shoots out a line trace downwards and determines that the actor is “hitting” the floor … but I think there should be a “Istouching” and “hit” event. Hitting and touching is not the same thing. But anyways this work great: