this post was submitted on 06 Jun 2026
15 points (100.0% liked)

No Stupid Questions

48379 readers
969 users here now

No such thing. Ask away!

!nostupidquestions is a community dedicated to being helpful and answering each others' questions on various topics.

The rules for posting and commenting, besides the rules defined here for lemmy.world, are as follows:

Rules (interactive)


Rule 1- All posts must be legitimate questions. All post titles must include a question.

All posts must be legitimate questions, and all post titles must include a question. Questions that are joke or trolling questions, memes, song lyrics as title, etc. are not allowed here. See Rule 6 for all exceptions.



Rule 2- Your question subject cannot be illegal or NSFW material.

Your question subject cannot be illegal or NSFW material. You will be warned first, banned second.



Rule 3- Do not seek mental, medical and professional help here.

Do not seek mental, medical and professional help here. Breaking this rule will not get you or your post removed, but it will put you at risk, and possibly in danger.



Rule 4- No self promotion or upvote-farming of any kind.

That's it.



Rule 5- No baiting or sealioning or promoting an agenda.

Questions which, instead of being of an innocuous nature, are specifically intended (based on reports and in the opinion of our crack moderation team) to bait users into ideological wars on charged political topics will be removed and the authors warned - or banned - depending on severity.



Rule 6- Regarding META posts and joke questions.

Provided it is about the community itself, you may post non-question posts using the [META] tag on your post title.

On fridays, you are allowed to post meme and troll questions, on the condition that it's in text format only, and conforms with our other rules. These posts MUST include the [NSQ Friday] tag in their title.

If you post a serious question on friday and are looking only for legitimate answers, then please include the [Serious] tag on your post. Irrelevant replies will then be removed by moderators.



Rule 7- You can't intentionally annoy, mock, or harass other members.

If you intentionally annoy, mock, harass, or discriminate against any individual member, you will be removed.

Likewise, if you are a member, sympathiser or a resemblant of a movement that is known to largely hate, mock, discriminate against, and/or want to take lives of a group of people, and you were provably vocal about your hate, then you will be banned on sight.



Rule 8- All comments should try to stay relevant to their parent content.



Rule 9- Reposts from other platforms are not allowed.

Let everyone have their own content.



Rule 10- Majority of bots aren't allowed to participate here. This includes using AI responses and summaries.



Credits

Our breathtaking icon was bestowed upon us by @Cevilia!

The greatest banner of all time: by @TheOneWithTheHair!

founded 3 years ago
MODERATORS
 

Let say I wanted to make a level-based game taking place inside a bunker. Would I just make the underlying level geometry as one 3d model including all walls, ceilings and floors, or would I divide it into models for each room, or even for each surface?

top 6 comments
sorted by: hot top controversial new old
[–] boletus@sh.itjust.works 10 points 1 day ago

The most common practice nowadays is to build it with modular assets, and part of the games build process is to combine static meshes that share a material so it can be rendered more efficiently. This is a oversimplification of a complex topic, and there are far more advanced tools now. Most terrains aren't even modelled anymore, but generated and sculpted in engine using PCG tooling.

Note, this is mostly for the contemporary AA and AAA games industry.

[–] kibblebits@quokk.au 8 points 1 day ago

Depends on the game engine, and the game. But it’s usually not one big thing. Also keep in mind a lot of how a game engine imports the data could be doing quite a bit behind the scene. So, refer to the engine docs or communities.

[–] Yaky@slrpnk.net 4 points 1 day ago

From what I remember ftom modding and just playing games from a while ago, often there is "level geometry" (which can be subdivided into parts if needed), for example, ground and hills in Fallout, city block in GTA; and then there is "decor", repeated assets, such as trees, fences, pipes, obstacles, etc. This asset repetition is particularly noticeable in Fallout 3/NV, and somewhat in Stalker (mostly on abandoned cars)

[–] Drbreen@sh.itjust.works 2 points 1 day ago

Usually modular.

[–] NutinButNet@hilariouschaos.com 1 points 1 day ago (1 children)

It depends on what you’re going for and how much time you want to spend on it.

If the bunker is far off in the distance from the player and they’re never meant to see it up close, you’re best off making one big 3D object that contains everything.

If you want to be more detailed, like you’re making a VR game and want realistic effects like what you see from Half Life Alyx, you’ll want to take your time and build the bunker into as many small pieces as you can. The player will likely be picking up objects and holding them and examining them, turning it around and looking at all sides. For best results, you’ll want each object to be its own thing built from the ground up.

But it really depends on what you’re aiming for. And Half Life Alyx is actually the exception for VR games. Most use very low quality assets and don’t put too much thought like Valve did. But if that’s what you’re aiming for, that’s your best bet.

It depends on how much time you want to spend, or money if you’re going to pay others to make the assets for you. Most solo devs aren’t putting that much effort or money into their project. A bigger team may do it.

As for the bunker itself, same deal here. Some people will build out the bunker into separate pieces. I’ve done this in some levels where I’ve taken 4 long rectangles to make a room rather than getting a solid rectangle room and then hollowing it out.

[–] PlzGibHugs@piefed.ca 1 points 1 day ago

For reference, I'm coming from older engines like Source or Quake engine, where levels are unique files separate from other entities, unlike modern engines where level geometry is treated the same as any other entity.

I'm assuming this is for a fairly tight, enclosed space, but am mostly concerned with the static level geometry rather than than props or other repeated details. So if I'm understanding right, that would mean generally the geometry is broken into a number of peices, such as each room being a single model.