| You’re not responding to the article. > BSP is just outdated and limiting - In quake brushes are not just visual, but are also used to solve collisions. Without brushes you need separate “collision meshes”. - brush based editors are much faster for prototyping space shapes. Art can always be improved later and is even outsourced. Gameplay is harder to get right. - brushes are easier to reason about in processing for auto generating UV coordinates and light mapping > just make smaller models and combine them in creative ways This is a cost saving choice, not a better game choice. What games do you want to play? The ones where the space is tailor made? Or the ones with a lot of copy paste? Also if you look at the spaces in the article, they don’t have a lot of clutter anyway. |
“You can see the frame of the room is made up of four static pieces which I’ve been glued together. This type of prefabbing makes it impossible to add little details or variations into the structure of an existing asset, you need to change the one, or make a new one.”