SolarPortal wrote:Quite decent for up close use.
What about lower poly ones to dot around places as ornaments. Just leave them on tables, or alternatively have lods for them.
The lods would be good as a LOD action is currently under development to attach to your scene entities with distance settings for each LOD.
Oh Awesome! If you guys could get the LOD to be super fast then it would mean a Lot
! for my game design
Edit: I personally would like to see somewhere down the Alpha-pipeline a script-customizable LOD way to specify when to turn on/off advanced engine feature for the LOD that would automatically occur at the appropriate camera distance.
^-- like LOD100; we can decide if we want to enable/disable normal-maping for this object
^-- like LOD300; we can decide if we want to enable/disable playing animation for this object
^-- like LOD750; we can decide if we want to enable/disable running onUpdates for this object
And other things like when to have the object's physics set to use "mesh-shape" and then at say LOD500 have the object's phyics use a "cube, sphere, or capsule" shape.
Also specify at say LOD750 i could also have it just become 'immovable' with a cube box physics for it's objectBounds
Just for example
I really think this would make Skyline 'the-most' advanced engine of all time because of the fantastic ways we could get physics/appearance/ect to work based on our project's needs AND the capabilities of our video cards
Edit #2: Perhaps in a colection for every object:
object.useLOD = true/false
Then if true then the engine will configure/consider/use/regularly-re-check the values stored in the collection:
object.LOD.disableNormalMap = 0.0; <- 0.0 means never disable and set to a float of the distance to disable the normal map processing for this object
object.LOD.
disableTextures = 0.0; <- 0.0 means never disable and set to a float of the distance to disable the texturemap rendering and go for a shaded rendering for this object
object.LOD.disableUpdates = 0.0; <- 0.0 means never disable and set to a float of the distance to disable the onUpdate processing for this object
object.LOD.disablePhysics = 0.0; <- 0.0 means never disable and set to a float of the distance to disable the physics processing for this object
( Note: I think this is where the physics should be set to just be disabled altogether )object.LOD.minimalPhysics = 0.0; <- 0.0 means never disable and set to a float of the distance to use the most minimal physics processing for this object
( Note: I think this is where the physics should be set to just be a cube and the object be set to immovable )Just somethoughts O : - )
p.s. and then if the object.useLOD is set to true then (
and only then ) the engine will consider the subgroups of the object and only use the subgroup named "LOD###" when the engine detects that the camera has moved passed that distance ( note this LOD### i strongly recommend requireing users to use whole number un-signed integer values )