Quote: "Sigh which brings me to conclude you still have not viewed any of the meshes nor have you comparatively checked polygon difference."
I have seen some of your previous segment work, and it is impressive, good sir. My reference to segments and polygon conservation was directed at the more traditional segments seen in FPS Creator today. You seem to be the only one whom I've seen on these boards that can acheive what you do with segments. And one of the few that I know who understands the segment editor so well.
Yes, your segments are nicely optimized and they sure do look nice once they're all put together in game, but 'vastly
better optimized' over the entity alternative I disagree with. As I said in my last reply, there really is no difference to distinguish between our own two methods in the
final build, when we both do everything correctly. Whether your 220 polygon
segment corridor, or my 220 polygon
entity corridor; once we both address our few collision 'exceptions' (as you said) with our own respective fixes, they're both going to look the same to the player.
Quote: "optimized "
Sure, we can split hairs all day long and argue that you saved 12 polygons there because you didn't need an invisible segment floor to patch up that hard spot, or I saved 48 polygons here because rather than fit together two or three segments to form a long section of corridor, my entity wall stretches just one segment's 32 faces down the length of the corridor (32x3=96). But in the end both of our levels' poly counts are going to fall so close to each others that neither of us should be carrying any bragging rights over polygon optimization with a serious face.
Remember, this is FPS Creator. And while counting every single polygon when constructing your universe doesn't hurt, there are more important methods of optimization to consider. Feed the engine a static universe with about 50,000 polygons, and we're sitting at around 60FPS. At 51,000 polygons, we're still holding at 60. But push the entity logic meter up just a
tad, and we'll both watch the performance in our nicely optimized universes fall to 30.
Quote: "Sigh, come back when you have an actual understanding of how I do things"
Likewise. *smiley* My method is one habitually preferred, working with other engines in mind outside of the drag-and-drop persuasion. With FPS Creator, I end up saving myself hours and hours of development time and frustration by skipping the process of having to make twenty or thirty
individual segment wall, floor and ceiling meshes FPS Creator ready with a program that I, admittingly, do not fancy working with.
I am working on a few commercial Model Packs this year, so I do have to use the segment method for some of my FPS Creator projects to keep things familiar to the customer base. When comparing both methods when assembling the showcase level for the model pack,
I assure you; I do in fact save myself a
substantial amount of time staying away from piece by piece assembly. So it really is best summed up by one word;
Quote: "Preference."
EDIT: @Tombsville, Yep.
EDIT #2: For anyone actually following this discussion, and waiting for me to 'put up or shut up';
Beyond Life 2 will be coming shortly.
Kravenwolf