tackling the monster of subdivision
Its been a while since I was working on conbed and monobed so I can design a “free form” level in monobed and leave the hard work for conbed. And today, It seems that finally worked!
While that old tutorial still applies, now I have envisioned a new way to design maps. Just design as you want the rooms to be. You dont need to set the connections and all that bullshit. But make sure the sectors you want to connect touch each other perfectly (no more, no less). and then, give it to conbed and it will crunch it for you and spit a optimized version. You can even make it split the sectors in equal sizes (à la voxel importing, defining the size of the resulting sectors indeed!)
the results are impressive:
I know, this seems trivial, but its not. Belive it or not, we only have 9 sectors in the map depicted above. If this were drawn as a voxel first, we would have 687 sectors! I’ve just tested this map on the 770, using the riddler binary and it worked very well too! The same scene, on the 770 would be a lot slower.
However, due to some bugs in the frustum culling, sometimes, it will be necessary to break some bigger sectors. Every case takes a diferent solution.
Anyway, this “fix” will be available very soon @ svn. The SVN is almost finished. hold your breath.
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