> > you just need to slice the Forge Objects and simply not render the parts that are invisible or phased inside another object, all done when the map loads (so the objects are still there for you to re-Forge).
> There are two ways to do this.
> The first is to simply determine which polygons are not visible to the player. A simple rendering optimization, in other words. This is already done in every Halo game’s engine, and probably in every modern game engine.
> The second is to literally remove unseen faces from the geometry. This seems to be what the OP was talking about (“Then the process will save the map with all the unneeded polygons removed.”), and it has every single problem that I listed in my post.
Well, in that case it might not be a smart move to do, because after deleting the polygons you can’t move the object in Forge and expect them to reappear.
I don’t think that’s what the OP meant. I don’t think the OP wants something so specific to happen - maybe he doesn’t even care -, I believe he just wants something like that to happen, some feature that tells the engine to not care about certain polygons.
What we’re doing here, now, is coming up with ways to actually do it.
Getting rid permanently of the undesired polygons isn’t, again, smart or something we should desire.
That has problems beyond what relates to performance - it directly affects the player, the forger, by obliterating parts of the Forge objects he used.
What was theorized here was temporary obliteration, done on game time. All the information, every single polygon of the objects used is in the map file - the beauty of it is that when you play the map outside of Forge, the engine determines which polygons are expendable and then either doesn’t display them (you can’t see them but they’re still there for collision detection, lighting rendering and all that. This might be the least favorable option.), stops caring about them (doesn’t display them and doesn’t compute ANYTHING for them - co collisions, no lighting, no nothing.) or completely removes them from the parent object (which, in a way, is pretty much “not caring about them” but it costs more resources to achieve because it actually has to destroy polygons, which doesn’t happen when it “doesn’t care about them”).
The optimum solution is not caring about the polygons - they’re there, but ultimately they’re not.
> > If you think it’s impossible to dynamically slice objects then you are wrong
> That’s not what I said. All I said is that the optimization would only serve to slow down the saving and loading of files, while also bloating file sizes. The only possible benefit would be in terms of rendering, and that benefit can’t even be proven. (That is, we can’t prove that the deleted polygons wouldn’t have just been skipped by previously-existing graphics engine optimizations.)
That’s true if you create a single super 3D mesh.
If you “don’t care about the polygons even though they’re there” then that’s not a problem, especially because it doesn’t interfere at all with the map file - it’s just a single, one-shot computation done every time a game starts.
> > (just like anyone who says something is impossible to program).
> Thinking that everything is possible is even more irrational and logically backward than thinking that everything is impossible.
No. You can program anything you want (HURR CAN’T PROGRAM LIEF ORBITING AROUND A 30ºC STAR MADE OF PONIES). If you can’t, then someone can. If there is no technology for that, you must invent it - either by creating a more powerful programing language (or just simply not using C++) or creating new hardware or creating anything else.
Everything is possible. (R)
> > Take a look at Metal Gear Solid Rising. Now imagine this but without all the graphical glitter and multiple child spawning for physics treatment.
> Swordfighting and, by extension, object slicing is one of the major, core gameplay elements in Metal Gear Solid Rising. It stands to reason that the game engine was specifically built from the ground up with object slicing in mind. Halo 4’s engine, on the other hand, is not built from the ground up with object-slicing in mind. (It’s a first-person shooter, so why would it be?)
> Game engines are not nearly as similar to each other as you seem to believe. Comparing the Halo engine to something like Metal Gear Solid Rising is like comparing a microwave to a stove. They’ll both heat things up, but that doesn’t mean you can just take parts from one, put them in the other, and expect the device to work smoothly (or at all).
Again, this just proves you can do it.
Sure - it needs work.
Sure - might not be possible to invest that work in a project that’s almost finished.
This is a Forum. We are blindly suggesting feature we think might be beneficial and none of us expects them to be considered.
Hell, I’m 100% sure the guys at Bungie thought about something like this.
I’m almost certain such a system has been created and maybe Halo even uses it!
We’re probably discussing things that have been fully developed and tested and implemented years ago…
But that doesn’t really matter, does it?