Originally Posted By: mireazma
But you say you have to do the BSP tree manually?


It is not exactly a BSP. It has the same goal to create good culling but it works differently. The difference compared to the Gamestudio BSP system is: You have to create zones and portals manually. You can control it in a very professional way. It takes more time to setup but it does not need compiling time and can render faster in the end.

I am also very curious about the stress test results. I plan to test this scene in Unity, C4 and Torque3D, with different texture sizes and different polygon numbers.
It could also be done in Gamestudio, Neoaxis, Leadwerks, Shiva and Esenthel. But my time is limited. Though I might ask for help then in the respective forums.


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