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3 Dimensional Chat / Splitting levels into pieces

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M00NSHiNE
21
Years of Service
User Offline
Joined: 4th Aug 2003
Location: England, UK
Posted: 7th Nov 2003 16:54
Whats the best way to divide up .x levels into chunks, but so that you cant see any joins whatsoever, to speed up collision checks?

Should worlds be divided into irregular sectors, or into some sort of grid, or what?

Thanks in advance

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Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 7th Nov 2003 17:17
Depends on your vis method. If you want to keep it simple then a grid system is probably easier to code, but harder to model. Irregular chunks would be easier to model, but coding would be a little more complex.

I posted about this in the Going Indoors thread in this forum, take a read through that stuff and see if you get any ideas.


Van-B


I laugh in the face of fate!
M00NSHiNE
21
Years of Service
User Offline
Joined: 4th Aug 2003
Location: England, UK
Posted: 7th Nov 2003 21:09
Cheers Van

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