Code_Man Posted June 23, 2018 Share Posted June 23, 2018 I have for a while now been working on a game that uses tile based computer generated maps.It uses static models arranged as tiles and rotated to proper angle.However i have been wondering what might be the most performance efficient way to implement this.I once thought of making the map one huge model, but seems collada doesnt like that.Then i wondered if i could make larger pieces, such as a corridors as collada models, but then again many models will be used in the game.Basically what i am asking is what the best tradeoff between model geometry and model instances performancewise is. Quote Link to comment Share on other sites More sharing options...
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