dldrzz000 Posted June 14, 2022 Share Posted June 14, 2022 Whilst modeling large block of smooth plain like ground floor or high-rise walls, since larger area means more chance and hits to collide one face, should face polygons of collsion mesh still be reduced to as least as possible? Link to comment Share on other sites More sharing options...
South8028 Posted June 14, 2022 Share Posted June 14, 2022 On its own, static collision doesn't have much of an effect. However, the interaction of a normal collision with a collision with physics has a very strong effect. If a collision of a ball with physics rolls along a surface collision, then each polygon that determines this interaction naturally eats fps.Therefore, the less interaction of geometry with physical objects and characters, the more high-polygonality you can afford. ) Link to comment Share on other sites More sharing options...
dldrzz000 Posted June 14, 2022 Author Share Posted June 14, 2022 On its own, static collision doesn't have much of an effect. However, the interaction of a normal collision with a collision with physics has a very strong effect. If a collision of a ball with physics rolls along a surface collision, then each polygon that determines this interaction naturally eats fps.Therefore, the less interaction of geometry with physical objects and characters, the more high-polygonality you can afford. )Thank you for a concise reply. Link to comment Share on other sites More sharing options...
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