[project1dev] Re: Re-useable peices used when building a map?

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 2 Apr 2009 10:50:30 -0700

Oh and btw, kent if worrying about this right now is too much to juggle
while also buildin a map, forget about it, we can try and adopt it later on
to see if it makes sense too.

On Thu, Apr 2, 2009 at 10:48 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> What I meant by re-useable peices is for instance in this cave level we
> would have a "straight cooridor" cave section, an "elbow" cave section, an
> "open area" cave section etc and just re-used them to build an area.
>
> That would make it so the artists only had to decorate a few peices instead
> of having to decorate one large level, it would make it so that builders
> wouldn't have to build a lot of temp art for the terrain, and it would mean
> the engine would have to keep less models in memory which results in less
> memory usage and faster rendering times (but so far are rendering times are
> fine).
>
> After the builders make a map and make it functional with the pre-defined
> peices, the enemies added in, etc, then someone would go through and
> decorate the level with props, and then it would get a lighting pass on top
> of that.
>
> To me this makes the most sense, but what makes sense to the coder doesnt
> always make sense to the artist or scripter.  I talked to eric and he liked
> the idea but thougth a hybrid for this would be best since sometimes you
> dont want to stick to the strict peices already made, which completely makes
> sense.
>
> What do you think Kent?  Do you think that would work well for building?
>
>

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