Dif or dts?
by Gustavo Munoz · in Torque Game Engine · 10/27/2005 (12:25 am) · 3 replies
Given the same number of polys and the same texture size, which format would give me better ingame performance? I know dif (map) files adventages for interiors, but what about exterior shapes (structures and so on)?
Map building aplications lack a lot of modelling and texturing features you have in any modeller, so my first idea was to use dts files for near any shape not being strictly a interior (a room), as columns, statues, roads, street things or else. But I don't want my levels to get too slow just for this... any advice?
Thank you in advance.
Map building aplications lack a lot of modelling and texturing features you have in any modeller, so my first idea was to use dts files for near any shape not being strictly a interior (a room), as columns, statues, roads, street things or else. But I don't want my levels to get too slow just for this... any advice?
Thank you in advance.
About the author
#2
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7459
There's also more discussion on performance/collision in the replies.
10/27/2005 (12:52 am)
Maybe this will answer your question:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7459
There's also more discussion on performance/collision in the replies.
#3
10/27/2005 (3:35 am)
Thank you.
Torque Owner Stefan Lundmark
A dif generally requires more CPU than a dts, but that's because it's collisions are more advanced.