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From what I understand...
Hi there,
Now I can not say for certain, due to the fact that I am in a game design program in college so my info might not be current views. Lets look at a few examples...
Physical building structures that you plan on using as environmental centers (buildings or objects you can not enter) I do notice that depending on your wants, the building its self is its own entity where extras or components on the out side of the building will me placement objects. A good example would be Infamous 2. When watching the highlight on G4.com, the modeler was using a secondary (or extra) object that ran around the building and he was moving it to allow the player easier access to climb the building. You need to look at the requirements of the game to see where this might be important.
If you have some areas that are unique then I would say those environments would be special and one single item to save on possible processing requirements. If you find yourself looking at multiple, multi-use models then you might want to think about lego style building construction. You have multiple parts that you can mix and match across your game level and that way you can reuse the same information by altering the place holders or extras in/on the building.
Once again, please remember I am a game student so I might not have the current info. From what I have read it really depends on your requirements. This could be engine or level size requirements or even time requirements. So it most likely is situation specific.
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