Morang, on 07 September 2013 - 10:32 PM, said:
Well... imagine those pillars being 20 meters high. Cut down polygons by 8, and they become far simpler, and when you shoot 0.5 meters away from visible pillar wall, you still hit collision model. But your mech is now 1 meter high, not 10 meters (like it was with 200 m pillar). So when you hit invisible wall 5 meters away from 200 meters pillar while sitting in a 10 meters mech, it's bad, because it's half the height of your mech. But if you hit invisible wall 0.5 meters away from 20 meters pillar while sitting in a 1 meter mech, it's just the same bad thing. No difference. Still you think that you have exposed half your mech above the ridge, but boom, you lasers hit nothing in front of you
Fewer polygons required to make the same shape in a human-scaled version, means there's more leeway for the computer to generate a more accurate, less general hitbox representation. Not everything divides by 8. It's multiples of 8 as I've been corrected and has a cap or maximum for collision meshes. With the pillars being 200 real meters, they need a lot of unnecessary polygons to be smooth-ish and even then they're quite jagged. Human-sized, hundreds to thousands fewer polygons, which can be allocated to other things.
Even better, let's say (it's not but let's say) your limit for a collision mesh is 16 polygons. What's easier to mimic? Something that's 128 polygons, or something that is 32 polygons?
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As for the flea, we either get the Flea in October with the Locust, or we get an Assault. And frankly we're two lights behind.