Game Development Community

DIF or DTS for walls? Opinions anyone?

by Flybynight Studios · in Torque Game Engine · 08/22/2008 (6:35 pm) · 7 replies

I have used DTS in the past for walls and staff but I'm wondering if I should use DIFs. I'm think of city walls, barricades etc.

Thanks for your feedback.

#1
08/22/2008 (6:48 pm)
Is anyone going to walk on them? DIF has better collision detection (less prone to getting stuck in places), and has better lighting. The tradeoff is that it is a bit harder to model with DIF (the whole convex brushes thing), and it's much easier to make bad mistakes during creation that will hurt your framerate.
#2
08/22/2008 (7:11 pm)
Particular if your just making barriers and buildings, city walls, you can make some awesome ones with DIFS, if you must have additional detail you can add DTS pieces to add to the Details. But i agree with Jaime, go DIFs unless you have a specific item that needs special details/nodes ect.
#3
08/22/2008 (9:39 pm)
Jaimi...could you elaborate a little bit on the kinds of things that constitute "bad mistakes during creation that will hurt your framerate"?
#4
08/22/2008 (9:55 pm)
Doing CSG subtraction in the middle of a brush is an easy way to mess things up. Not always of course - cutting a cube out of another cube is not a problem. It's just when you get more complicated primitives and just start chopping that things get out of hand. Also - using too many small brushes, and forgetting to make them detail brushes. These things will chop up your scene into lots of tiny faces, and bloat your tree. Of course doing vertex manipulation can be bad if you don't keep things convex - I've seen people have non-convex structural brushes. That'll never work. Those are the biggies that I can think of right off the bat.
#5
08/22/2008 (10:14 pm)
Thanks, much appreciated.
#6
08/22/2008 (11:45 pm)
Thanks guys. I have done both in the past but I think the key here is the lighting.. I want it to look nice so I should really get the DIF thing working.

Appreciate all the help.
#7
08/23/2008 (6:44 am)
Tip: avoid CSG like plague, build everything manually with brushes - it doesn't take that much extra effort.