
A thousand map props, built in code and painted from one sheet
Fences, ruins, barricades and camp dressing are functions that build a mesh, not downloaded models. One painted sheet gives them all a hand-painted finish.
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Development posts tagged lod. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
5 posts

Fences, ruins, barricades and camp dressing are functions that build a mesh, not downloaded models. One painted sheet gives them all a hand-painted finish.

A month of planned work was aimed at reducing triangles. Fifty five captures with real graphics card timers said the frame was going somewhere else.

Every level of detail is a real mesh now. Switch points come from how many pixels a thing covers, and a zoomed-out jungle went from 113M triangles a frame to 7M.

A one versus one made players wait on 308 MB before anything started. Most of each unit's animation file was a model and a texture nothing ever drew.

An outline drawn in screen pixels over geometry that keeps changing under it. Two named failure modes, a doubled hull on every building, and a lab for it.