Game Development Community

How many brushes are too many

by Benjamin Naulls · in Constructor · 03/19/2008 (2:58 pm) · 2 replies

After a lot of playing around with constructor and building a lot of different objects I realise that some have quite a few Brushes making up some complex shapes.
I realise the answer to this question is going to vary depending on how complex my game is and what type of computers I expect to run it, But I would like a general Idea on what is a reasonable brush count and what is totally far too much.

I have quite a fast computer and have never seen any slowdown when I place 40 buildings in one area, but I always have this voice in the back of my mind telling me that other people playing wont be able to play this.

How far can we push our little Torque engine of ours?

I know there is no straight forward answer I just would like some Idea what peoples thoughts are.

#1
03/21/2008 (10:07 am)
Well, if you LOD it and work in your draw-distance (as well as proper zoning inside DIF's), you should be able to pump in a lot of complex data.
#2
03/21/2008 (7:16 pm)
Alot of things come into play when asking this question. As David stated, many people use LOD to ease the load. For interiors, portals do the trick. You can also alter the distance things are drawn to avoid overload and cover that up with fog if need be. I've had several thousand brushes in one scene with no issues. It will depend on your need, and what choice you eventually decide on.