SketchUp as a Game Editor?
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How does SketchUp handle a scene with thousands of objects in it?
Every few years the idea of using an existing modeling package for a game editor pops up at the places I work. I personally enjoy SketchUp more than Max or Maya, but I believe all three of them would ultimately collapse under the weight of handling thousands of objects in a scene.
I know metadata (attributes) can be associated to unique components, so that takes care of baseline game needs. Plus the component architecture is really nice at mimicking game prefabs. I'd love a reason to spend more time inside of SketchUp if I think it can deal with a variety of primitive objects that represent game logic objects and the intertwined game data they hold.
OR, on the flipside -- has anyone had success in mimicking the simplicity of SketchUp model creation inside of Max or Maya (as a plugin)?
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@alz said:
How does SketchUp handle a scene with thousands of objects in it?
That depends on the objects... it's a bit ambiguous question. Got some specific examples?
@alz said:
I'd love a reason to spend more time inside of SketchUp if I think it can deal with a variety of primitive objects that represent game logic objects and the intertwined game data they hold.
You mean physics simulation? Like SketchPhysics?
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