per poly collision mesh is better?
I just noticed there is a huge per poly collision mesh hidden in a layer in epic citadel that handles most of the collision. Now i guess the fact that it is only 1 collision object instead of lot of different collision makes it a really good optimization. But im wondering if there are also other advantages or disadvantages? especially when compared with brush collisions?
Last edited by Davision; 03-16-2012 at 02:42 PM.
the major advantage is obviously the optimization, but another benefit to using is would be precise collision. sometimes the brushes don't create believeable collision and you have to spend time scaling and skewing. company's like epic usually have a good pipeline so when they slap the collision in they know its not going to change. the amateur udk goer however will no doubt alter level layouts and such quite regularly which would complicate things when having to edit more than necessary.