Single Sided Mesh Parts, Best Practices?

I want to know if making single sided meshes are part of best practices or do more harm. Below is a plate mesh ripped straight from Blender and another complex-faced mesh (front and back shots with Decomp Geo on the right). Obviously nothing shows from the back of both meshes, though collisions still work.
image
image

I’ve had an isolated case where a TeamCreate slot crashed due to (what I thought to be) too many of these single sided meshes, and resizing is a little weird, but does anyone else have experience with these? Is it best practices too?

Cheers.

2 Likes

Most games use singles sided mesh from what I know. Usually when you glitch out of the map you can see through it since there are no faces on some sides of the mesh. Also, less faces = less to render. (I know nothing about this I’m just making a guess based on what I’ve seen in the past)

Oh you’re definitely right, I knew this back when I would fool around on the Morrowind Construction Set for PC back in like 2005 (I’m old, I know). But I also know that Roblox is a fickle mistress, and not everything is as it seems.

I’d definitely like to have all my meshes from this point on only show the rendered sides, I just don’t know if that causes any crashes like I’ve had thought to come from it before.

Triangles have a direction. Without getting too technical, in a mesh’s triangle data it stores an array of indices to define the mesh’s triangles. The order these vertex indices are listed in define which way the triangle will render (typically counter-clockwise iirc but may vary per implementation).

So does it help or hinder to have a single side? Or does it not even matter?

I’m also curious about how collisions would work with really heavy loads or fast impacts, but that’s an experiment for another day :man_scientist:

As far as I am aware, having less triangles will never hurt, a one-sided object will, theoretically, be a lighter impact on performance. Collisions may be a different conversation though, I don’t know much about that.

Hope this helps.

There’s not really such thing as a side, so “two sides” means 2 triangles. So if you have 2 triangles per 3 verts instead of 1, yes this will definitely hurt rendering performance

Physics this shouldn’t matter for since a separate mesh is used for these calculations which are usually generated to be efficient (hull) or a primitive type (i.e. box)