- Dec 19, 2007
- 77
- 200
I'm about ready to add some player clip brushes to prevent a few areas were sticky jumping could cause some gameplay issues and I was wondering about a few things.
1. Do player clip brushes create vis leaves and more precisely can they partially intersect with world geometry in order to make less clip brushes or would it be better to have more brushes that never intersect world geometry?
2. If clip brushes effect leaves I'm assuming that the compiling process would not have to calculate the area inside a clip brush so would player clip brushes over say large parts of the sky reduce compile time?
And lastly if anyone has any good info on player clip brushes in relation to optimization and performance I would be interested in learning about it.
1. Do player clip brushes create vis leaves and more precisely can they partially intersect with world geometry in order to make less clip brushes or would it be better to have more brushes that never intersect world geometry?
2. If clip brushes effect leaves I'm assuming that the compiling process would not have to calculate the area inside a clip brush so would player clip brushes over say large parts of the sky reduce compile time?
And lastly if anyone has any good info on player clip brushes in relation to optimization and performance I would be interested in learning about it.