Chacal wrote:Writers should do as Cyan does: make very simple, invisible objects just for collision detection.
bnewton81 wrote:As i think i understand Mipmapping, you can apply a sort of stencil to it to allow for control of what is rendered in higher or lower resolution. I may not be understanding it correctly. It makes sense to me that if you use this function that you should be able to have as many polys as you like, because they are not all being rendered. Only the ones within a given radius around the player. Blender is an inspiring program, but it makes my head hurt almost everyday.
what are visreagions? I assume they are visible regions, but you make it sound like it is a function. How does this work?
Is there a way to see your bounds? I don't want to have to load everything into uru just to find that my colliders are way too far outside the edges of my mesh to look realistic upon contact.
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