Original Post
First of all , Hello and Happy new year
I wish your wishes come true .
I would like to ask you a few things about level data structure here . I will try to explain everything so i leave no gaps at what i would like to do
.
I would like to start my own FPS engine using Direct3D. Don't care if i will manage to implement what i intend to . It might take me years , but i hope i will . Now , after having completed 2 simple engines i want to move forward and create a nice one . I am at the stage where i need to decide what geometry i should use .
-First of all , triangle lists,strips or fans ? Indexed or non-indexed ? What would give me the best rendering performance ? What do modern engines use ? . What would you suggest ? pros - cons ?
-How should i store my triangle data (so that i could use dynamic lighting and shadows) ? How does you engine or how do modern engines (doom3 , splinter cell (which comes from UT2003)) store triangles ? I really need help on this decision .
-Space partitioning . I will start making a level editor . Should i care about bsp trees or octress from the beginning or it would be no problem if i implemented space partitioning techniques later ?
Those are a few basic questions that arise . Actually , don't think i am a n00b who wants to do the next technology engine . I already have experience and i am open to learn as much as possible .Please give me some constructive looooooong posts
Wish you gl
Thank you all
[edited by - Joe Forhens on January 2, 2003 10:36:23 AM]