If I have a large world, how can I put something to stop the player from falling off the edge? lol
I’ll answer the fifth for you as well, The best way to stop people falling of the edge is to have objects around the border, another way is to put an invisble wall but they can be anoying somtimes.
k thanks… yes I remember playing Deer Hunter 3 once, and the world was huge, but the area to move was tiny lol, there were invisible blocks everywhere… %|
You could use 2 separate scene (first outside of the house, the second inside of the house). When the player open the door, switch from scene 1 to scene 2.
With this technique, your house could be a simple textured box.
Or you build a house with primitives (resized cubes). I used this technique in lost demo (see http://oor.free.fr/blender)
Q3:
Yes you can. If your new in game engine, you could try to do a small game with primitives to test the logic bricks. Then when everything is ok, you could use some more sofisticated objects. But keep in mind the “polycount”
thx… Do you know what the polycount limit is? And How Do i create an object smooth? If i use a very low polycount everything looks pretty squarish ^_^.
I heard someone say Subsurf is not possible in games.
I heard someone say Subsurf is not possible in games.
Hehe… your question in that thread was:
How much Subsurf can I use on the ship until a game will go slow?
I said “None.”
Any amount of subsurf (and other things) will slow the game down. The question is “how much can you afford to have it slow down”? Some people, because of their fast computers, will always be able to play your game. Others’ computers will be too slow. Where do you draw the line between game speed and user friendliness. Personally I’d up the polycount a bit to smooth things out rather than multiply slowdown with subsurf on. But that’s a choice that depends on the complexity of the game too; you could use subsurf on Packman without slowdown, no?
It depends on how you ‘smooth’ it.
If done right one can get away will a relativly low poly count without it looking odd. Remember, the player will only see the topography of the shape, not the actual geometry of it.
Yes you can. But i suggest you in that case to make 2 separate objects. Say the house with low polygons and the window with much polygons.
But remember windows are rarely other objetcs than planes with texture in games…