Simple question: I know that a quad is calculated as two triangles and that blender counts a quad as “one” face, but does splitting a quad into two SEPERATE triangles by deleting the face and making two visible triangles require more calculations in bge?
Yes. I’m not 100% sure since I’m not an expert but, you will have 2 faces instead of 1 which means you need to calculate the light reflection 2 times. And other stuff… (It’s just my theory)
I think the BGE splits quads into triangles when it loads anyway. So it could be possible that having a model already done in triangles improves start-up times as the BGE doesn’t have to work them out. I could be wrong about this.
I think battery’s right, but i just wanted to make sure. Thanks!
No worries, I think most game engines use triangles over quads, there’s probably a good reason for this.
Edit: There is: http://blenderartists.org/forum/showthread.php?t=186669