Dif Or Dts
by DJ-Ready · in Torque Game Engine · 10/13/2007 (10:23 pm) · 3 replies
Ok now I'm considering to start a project on the TGEA engine in the near future but I have one question that I couldn't figure out yet.
Obviously DIF is better when it comes to collision and efficiency for indoor environments but what if I only want outdoors? I mean, I will have small buildings and the likes but no "real" indoor maps. Would a map made out of DTS shapes be sufficient for that?
Because I'd really prefer to use 3D modeling software instead of Hammer or Quark for my prefabs
UVWmaps are just too much of a benefit over DIF texture tiling for my concept
[edit] I just noticed I posted this in the TGE section .. I meant to post it in the TGEA section -.-"
Obviously DIF is better when it comes to collision and efficiency for indoor environments but what if I only want outdoors? I mean, I will have small buildings and the likes but no "real" indoor maps. Would a map made out of DTS shapes be sufficient for that?
Because I'd really prefer to use 3D modeling software instead of Hammer or Quark for my prefabs
UVWmaps are just too much of a benefit over DIF texture tiling for my concept
[edit] I just noticed I posted this in the TGE section .. I meant to post it in the TGEA section -.-"
#2
With DTSs you can create any render geometry you want, but you have to specify the collision geometry explicitly. This collision geometry is limited to a convex shape (or possibly several convex shapes). The lighting and shadowing can also be done in more dynamic way similar to that of the player's. The shadowing on the terrain I believe is based off of the collision shape though.
If you're creating buildings and shapes which you cannot enter, and a convex collision hull is sufficient you are probably are better off with using DTSs.
Gabriel
10/14/2007 (8:44 am)
With DIFs you are limited to constructing the geometry based on convex pieces (brushes) and CSG operations on such. However the collision geometry and the rendered geometry are usually identical. Also DIFs (I believe) use static light maps which are generated during the level lighting stage.With DTSs you can create any render geometry you want, but you have to specify the collision geometry explicitly. This collision geometry is limited to a convex shape (or possibly several convex shapes). The lighting and shadowing can also be done in more dynamic way similar to that of the player's. The shadowing on the terrain I believe is based off of the collision shape though.
If you're creating buildings and shapes which you cannot enter, and a convex collision hull is sufficient you are probably are better off with using DTSs.
Gabriel
#3
I just want to know if dts shapes would work well enough to construct the whole world out of it or if there are any significant performance downsides to it.
I am going for a more cartoonish style so doing things as dts objects would fit much better then dif
Interesting to know that dts lighting is based on its collisio mesh btw ;)
10/14/2007 (9:55 am)
Yeah I know all about convex objects and that dts collision meshes needs to be convex (half-life mapping veteran here hehe)I just want to know if dts shapes would work well enough to construct the whole world out of it or if there are any significant performance downsides to it.
I am going for a more cartoonish style so doing things as dts objects would fit much better then dif
Interesting to know that dts lighting is based on its collisio mesh btw ;)
Torque Owner James Laker (BurNinG)
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