![]() ![]() I work with this stuff everyday, and it's fun to see people interested in how games are made. All of the terrain has collision because, well, you don't ever really want terrain that you can't walk on, so that is a part of the terrain anyway.ĮDIT: Btw I'm not trying to be snarky with this comment. Looking at how complex the mesh is for the stairs, I wouldn't be surprised if the stairs did not have collision on them, but the collision was added separately in the level when the geo was copied in, it was likely copied without collision (as it was a part of the gameplay/scripted objects, and was ignored). You can have a mesh (like the stairs) that are rendered, but do not have collision. You can think of the world as a gameplay and a visual element. They likely copy only the static geo, and simply paste it into a new level, while ignoring everything else which will include stuff like scripted objects and NPCs (the water is likely just a volume that adds a 'underwater' script to the player when they are inside it slowly movement speed and reducing oxygen). This generally goes for a lot of what /u/TheMentelgen was saying in the video for example: it's not that the water isn't rendered, it's that the water doesn't exist. Since the WoW engine is quite old, I would assume objects are only culled by distance. Depending on the engine, this can be calculated in a multitude of ways, by distance and LOS. While the entire geometry is there, the vast majority is not being rendered until you get close to it. Unless I am misunderstanding what you are saying, you are using rendered incorrectly. Sargeras - A Area 52 - H Bleeding Hollow - H Tichondrius - H China Stormscale - H Sylvanas - A Aszune - A Bronzebeard - H Americas
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