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Comment by keyle

Architecturally it's perfectly fine, designing the 3D world is just as capable as the 2D world in terms of tooling. It's more a performance concern. The biggest pain is the lack of proper face culling. It does object culling, meaning if you don't see it at all, it's culled. However faces, not quite.

So if you're in space, and you're flying nearby a big ship full of triangles, such as an imperial star destroyer, you run your framerate down to the ground if you render even only 5% of it, as it renders everything else as well.

You can mitigate that to some degree by breaking up objects, but even the shell being plain would still cause massive issues.

For first person, open world, or large environment type game, I'd recommend Unreal. For 3D isometric style games, it's perfectly suitable with knowing the caveats and minimal adjustments from an asset creation perspective.

parent keyle 5 years ago

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