| ▲ | baigy 3 hours ago | |||||||
Thanks for that feedback. rn I've been chasing editability over runtime. the ~50 parts are basically the source code representation, not necessarily what should ship. since you get the code as well as the glb, my thinking is you should be able to say "keep the wheels and doors separate, merge everything else, optimize for mobile" or change those rules directly in code, then rebuild a leaner glb. The same source could compile differently for web, mobile or desktop. But honestly I haven't built or properly benchmarked that optimization pass yet. I still need to test mesh fusion, atlasing, LODs, collision proxies and material/PSO limits in a properly populated scene, not just on a single object. your comment is making me think this should be an explicit part of generation/export, not cleanup we leave to the gamedev afterwards. appreciate you raising it. | ||||||||
| ▲ | avaer 3 hours ago | parent [-] | |||||||
My ideal would be the model generates the sources (so it's programmatically tweakable after the fact, which is the entire appeal), but there is an open source compilation tool or something that can optimize it for the different use cases after you've made your tweaks. Devs could probably make their own version of this; every engine/consumer of assets is different and needs tweaking. But there is no engine that won't choke on the raw version, so someone needs to make an optimization baseline or show how it's possible. Thanks for considering! | ||||||||
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