11-09-2015, 03:51 PM
Hi,
say I have a wall in a room shaped like letter E (from top viewport).
Is it better to draw it with a spline and extrude (or any other way of modelling it as a single mesh) or build it from 4 separate box primitives (I'm guessing they should be largely overlapping).
Which of these ways will be optimal for calculating Fume collisions against - is the algorithm optimized for boxes and spheres like some physics engines or is it irrelevant?
Also in this situation, how many polygons should the mesh have - do we do it hires so that each polygon is in the ballpark of a single voxel of the FFX domain, or is it better to leave it fairly low res with a single box-wall consisting of let's say 24 polys?
Asking here because there are a lot of theories about it online and I figured who knows the FFX innerworkings better than the developers, right?
say I have a wall in a room shaped like letter E (from top viewport).
Is it better to draw it with a spline and extrude (or any other way of modelling it as a single mesh) or build it from 4 separate box primitives (I'm guessing they should be largely overlapping).
Which of these ways will be optimal for calculating Fume collisions against - is the algorithm optimized for boxes and spheres like some physics engines or is it irrelevant?
Also in this situation, how many polygons should the mesh have - do we do it hires so that each polygon is in the ballpark of a single voxel of the FFX domain, or is it better to leave it fairly low res with a single box-wall consisting of let's say 24 polys?
Asking here because there are a lot of theories about it online and I figured who knows the FFX innerworkings better than the developers, right?