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 Post subject: Cry engine modular building
PostPosted: Sat Feb 04, 2012 2:48 pm 
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Joined: Wed Jan 11, 2012 11:04 pm
Posts: 114
Hi all,

I am wondering if there is anyone here who is well versed in the Cry Engine.

I can't say what I am building as it is secret, but what I can say is this.
I am building this thing modular so that each section is 5000 polys, and there is 10 sections in length repeated.

If I just copy the one segment into cry engine and use copy, is this the same as instancing?

You see 5000 polys times 10 is 50,000 polys. Is this acceptable in a game if I use instances of the same part.

Thing is I know I can do this in Unity, but I am new to Cry Engine.
Each section is 120ft long by the way.

Has someone had some experience with this?

Asimov

PS I hope I am posting in the right section.

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 Post subject: Re: Cry engine modular building
PostPosted: Sun Feb 05, 2012 6:49 pm 
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Moved to here, your more likely to get a response here.

Cyphris: Can you help on this one ?

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 Post subject: Re: Cry engine modular building
PostPosted: Sun Feb 05, 2012 9:25 pm 
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every engine can take 50,000 polys as far as I know - the cryengine can handle a lot more.

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 Post subject: Re: Cry engine modular building
PostPosted: Sun Feb 05, 2012 11:08 pm 
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Hi Andy,

What I was wondering was that if you use the copy in Cry engine to copy the segment I have built, will it be treated as an instance and only loaded once, to cut down on the over heads if you know what I mean. The theory is sound, but I don't know the Cry Engine that well at the moment.

I did a lot of googling before asking the question, and there is lots of help on udk and Unity, but not much for the Cry engine.

Personally I prefer Unity myself, but I have to go with what the majority want to use on this project.

Asimov

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"They say you're beautiful and they'll always let you in,
but doors are never open to the child without a trace of sin".
- Ronnie James Dio 1987.
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 Post subject: Re: Cry engine modular building
PostPosted: Sun Feb 05, 2012 11:30 pm 
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These type of engines rely on the instancing of geo to increase performance/ allow for more geo, so I would assume that this is okay. However there are many factors which determine the best method of construction but it's a good rule of thumb

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 Post subject: Re: Cry engine modular building
PostPosted: Mon Feb 06, 2012 12:55 pm 
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Hey man I was looking into CryEngine and the support isn't great but I did find this which seems to be similar to UDK's UDN.

http://sdk.crydev.net/display/SDKDOC3/Home

Might be helpful!

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 Post subject: Re: Cry engine modular building
PostPosted: Tue Feb 07, 2012 8:39 pm 
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Joined: Wed Jan 11, 2012 11:04 pm
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Thank you Dan,

Will have a good read of that.

Anyway would you believe I decided after finishing my modular piece the poly count was a bit high, so I am replaceing part of the modelled texture with a normalmap. Would believe it is taking me longer to lower the polys than to actually build the thing in the first place LOL.

Asimov

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"They say you're beautiful and they'll always let you in,
but doors are never open to the child without a trace of sin".
- Ronnie James Dio 1987.
http://www.asimoventerprises.co.uk


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