Game Development Community

Juggernaut/Torque2 Interiors

by Eric Forhan · in Artist Corner · 02/21/2008 (6:12 am) · 3 replies

I've a few questions on the future of Interiors:

Can anyone give a good definition of "poly soup"?
I believe during IGC, it was mentioned that Torque would be going to a non-DIF format for Interiors. Is this correct?

Can the current poly soup resource be used for Interiors, or is lighting still an issue?

-Eric

#1
02/21/2008 (6:29 am)
If you're using polysoup, then you'll need to use dynamic lights for the time being. T2's system will have a different lightmapping system (and it was discussed to be able to plug third-party systems into the mix, though each system looked at prior to the discussion seemed to be a bandaid solution for the most part).
#2
02/22/2008 (5:10 pm)
How do I get started in making a polysoup structure? Does Constructer export these? Also does it seem like this polysoup will give a boost to the FPS.
#3
02/23/2008 (7:21 am)
"Polysoup" is what Max/Maya exports--effectively, dts shapes with no restrictions or requirements on convexity, etc.

No, for the most part polysoup is less performant than properly optimized BSP, meaning that on the whole you will lose FPS. You gain flexibility, and not having to use a difficult (for some) art pipeline.

It's possible that alternate rendering optimizations (culling volumes come to mind) may be implemented, but they aren't on the plan right now.