Too Much Visleafs - Detailed Analysis
What have I done wrong with this map. Where are all these weird A quick explanation of how in source engine games the world is cut up into segments for optimization. This was a quick ... ... visible to each other and then you'll notice i've got other viz clusters i've got one here one here one over here BSP visibility leaves being manipulated in EngineX. Don't forget to hit Subscribe! // Being a short quest to explore the ways one can inject a little more interest into your sequences, ... Part three in the series. this one, explaining how you can place down your own
And Of Course, it's time for how NOT to record, as we have, until I learn splicing vids and being able to not burn up the machine ... a bit delay on this project. I've now upgraded to windows 10 and got rid of all my old HDDs and upgraded to SSDs. Took some ... Vertex Pulling is an advanced technique to optimize memory. It's especially helpful in voxel worlds! Read more on it here ... This is part one of a tutorial sesies I'm making on Optimizing maps. where I will try to explain how to make maps well optimized. Music: BananaSlug ( channel discord --- channel ... All bugs fixed. Here we can see all the segments being rendered from given leaf/sector. I'll be adding frustrum culling next and ...
The other week I did a small Q&A over on patreon and enjoyed answering a lot of the questions This is the reason my progress with GMod videos has been slow lately. Well, this and the fact that Left 4 Dead 2 is An explanation as to why the Team Fortress 2 map “pl_wutville_event” runs incredibly poorly. TIMESTAMPS 00:00 Intro 00:44 ... Part two in the series. this one, covering what is probably the one most important piece to the puzzle that is building optimized ... Where are your CUBES Render Distance Mod: ...
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