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Darren New wrote:
> Invisible wrote:
>> Levels are "only" polygon meshes, after all.
>
> Not really. There's buttons and triggers, moving stuff, the type of
> polygon (whether you can push it, whether it moves, whether to save it
> in the saved game file, etc), the data that helps the AI navigate (dunno
> if HL has this, but Unreal does), etc etc. Probably not a whole lot of
> data, but then how much data does one triangle take?
More importantly, it's polygon meshes with precomputed light maps. Not
to mention some algorithm for minimising the number of "rooms" that
actually need to be rendered for any given viewpoint.
(And yes, CSS uses navigation information for the computer-controlled
players, as did the original HL1. I wouldn't be surprised if lots of
source-based games do.)
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