Making a game using only meshes?

If that’s the case your game would probably be like a role-play, military, Scp-game/place, etc…

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Oh great, thanks for the notice. I always thought smooth shading just added more faces when I exported it to an obj file so I usually avoided it.

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It depends on how many different mesh files/assets you use and the vertices/tris of each mesh. But usually if you were to do this you would probably only get players from people with higher-end devices.

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Yeah, might gonna be role-playing game as I want to make the map more sci-fi/futuristic based.

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@7z99 I 100% agree with you on this🙂

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This is everything you need to know about the MeshPart object:


But to address your concerns:

COLLISIONS:

MeshPart has a CanCollide property called PreciseConvexDecomposition. This property will try to calculate collisions to the best of its ability. The reason I’m not using the word perfect here is because it does still mess up on some occasions. This can be due to really complex geometry or just a flaw in the current system that is likely to be improved upon eventually. It is still usable but keep your geometry basic, seperate any complex objects if need be.

You can check collisions with this plugin:


PERFORMANCE:

MeshParts can be instanced. This basically means that any meshes that share the same MeshId will be rendered in a single draw call. Properties like TextureId, Transparency and Material will prevent it from instancing even if they share the same MeshId, so avoid changing those if you want them to instance.

MeshParts also have a build-in LoD (Level of Detail) system which also helps performance. Take note that RenderFidelity must be set to Automatic in order to apply.

Parts can be instanced as well so if you can get away with using a Part in cases that don’t require any unique geometry, use a Part. Roblox handles Part rendering pretty well.


CONCLUSION:

If you can use a Part, use a Part. Use a MeshPart in instances that require complex geometry or a unique texture. It’s trial and error but I’m pretty sure you can make it work with the majority being MeshParts if you take all of the above into consideration.

Good luck.

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Please take into account that Mesh-Parts now ignore Special-Mesh Parts so that they don’t break.

Sorry if this is off-topic, anyway there was just a post about it yesterday🙂

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You should probably use SpecialMeshes as much as possible as they don’t calculate the hitboxes if I recall correctly. It just has the hitbox of its parent, should its parent be a part.

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Here’s a post about the update with Mesh-Parts and Special-Mesh Parts SpecialMesh under MeshPart behavior correction - #2
I hope this helped🙂

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Yeah, that would work as well. I was just thinking if he wanted a cube/rectangular prism mesh as a floor or something, he could use that, assuming he wanted to use a texture over the materials Roblox provides.

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I know you don’t really want any scripts/scripting in your game/place @ProxySystems However I still recommend at-least adding CFrame scripts to your game/place🙂

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Thanks alot, I assume that the majority of the meshes won’t have that much polygons, so I will of course use parts whenever I can, but because I want a very detailed map, I think using meshes is best.

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You can use a Plugin on Blender meant for VrChat Called Cats. This plugin has a lot of great features and helps you reduce poly-count and vertices🙂

This plugin works for roblox models as well🛠

Yeah, more detailed places definitely benefit on meshes.

Adding onto what @v0mpir said, the decimate modifier is useful sometimes too, depending on how much you want to reduce the polycount. If it is too much, your mesh will get destroyed, you can undo it by removing the modifier obviously.

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I will of course use TweenService on stuff such as doors and gates. Perhaps gonna make elevators too so I assume that will be a bit more complicated when it comes to the building part as I am unfamiliar on how smooth it will go, and if the performance will lack.

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This is off-topic but are Github links allowed?

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I’ve seen many people sending Github links so I assume it is.

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Yeah, they are allowed. Quote from the official devforum rules:

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@ProxySystems and @7z99 Okay, thanks for the heads up both of you two. Anyways, keep up the great work🙂

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Thank you! And thank yall for the answers :smiley_cat:

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