Faster DTS without collision detection?
by John Doppler Schiff · in Technical Issues · 05/24/2006 (7:17 pm) · 4 replies
Hi guys,
I have a few large architectural objects I'd like to model. Normally, I'd use a DIF, but I'd like these objects to have transparency and concavities. The objects will be inaccessible to players.
It's my understanding that the primary reason for using DIF for architecture rather than DTS is speed, particularly in collision detection.
So... can one create a DTS without collision detection, i.e., without a bounding mesh, to minimize the processor hit? Or is there a render speed issue as well, especially given the size of the objects?
Any insight you can provide would be greatly appreciated!
-- John
I have a few large architectural objects I'd like to model. Normally, I'd use a DIF, but I'd like these objects to have transparency and concavities. The objects will be inaccessible to players.
It's my understanding that the primary reason for using DIF for architecture rather than DTS is speed, particularly in collision detection.
So... can one create a DTS without collision detection, i.e., without a bounding mesh, to minimize the processor hit? Or is there a render speed issue as well, especially given the size of the objects?
Any insight you can provide would be greatly appreciated!
-- John
#2
05/24/2006 (8:42 pm)
The only (other) difference is .dts objects won't be lightmapped, so you won't get any shadows from the object. There is both source code mods and TLK that can fix that to some extent though. Also you will have to be wary of large .dts objects getting accidentally culled from rendering when not enough of the bounding box is in view (but you should still see the object). There is an option to make objects _always_ visible if this becomes an issue, though it's a somewhat hackish approach.
#3
05/26/2006 (3:08 pm)
That too. plus if any part of the DTS object is in view, it must draw the entire thing. So it can be wasteful at times. i feel you can get the similiar results if you understand how and where to place your DTS objects.
#4
05/29/2006 (11:34 am)
Many thanks, guys!
Torque Owner Cinder Games
BUT you should use at least one collision mesh so things like the sun don't shine thru your object. Just make it a big box.