Re: smoothing groups, gouraud and mesh-splitting
Posted: Sun Aug 19, 2012 11:42 pm
I am not knocking realtime shadows in platform games, but if I add realtime shadows to my game, it will slow to a crawl. It already chugs in certain areas with lightmaps only. And I don't want to bump the system requirements.
Quake 3 tech just isn't a great performer with large open singleplayer levels. It was made for small multiplayer arenas. It might be doable with different tech.
Quake 3 tech just isn't a great performer with large open singleplayer levels. It was made for small multiplayer arenas. It might be doable with different tech.