Quote: "I believe, and perhaps I am wrong, but in a model made up of several pieces, GG would treat each piece as an independent object, therefore it would make its own calculations for each piece.
I believe that this behavior would affect performance more negatively than a model made up of a single piece.
In addition, it not only represents more work for the artist but also for the end user, who will have to assemble all the pieces, after finding out where to put each one, and if the same thing happens to me with ikea furniture, I always screws left over. LOL
However it also has its advantages, the user will be able to use the pieces individually and only those that he needs in a certain scene, this system is much more flexible for the user."
Bold bit, not really, with grid snapping in place, you can add several layers without issue, without much issue and effort and have a really good complex level layout.Performance hit is minor at best. There is only so much you can fit on a 4k texture, and have to strike a balance between texture quality and diversity.To get any thing worthwhile working in gameguru a layered entity approach is the best solution, uses a lot less memory and resources then having a single mesh with multi textures, it really chows resources. The real benefit from my approach which I have been using for years you can have a single texture for the main level mesh, which drastically reduces resources needed, it also allows seamless shaders effects between main level meshes.
If you know how the grid system works a mesh layered approach can really make a difference to the overall quality and complexity of a level with a minor performance hit at best. A layered approach also allows you to overcome limitations imposed by DBO and X files formats.
Win10 Pro 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram