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    SketchUp as a Game Editor?

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    • A Offline
      alz
      last edited by

      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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      • thomthomT Offline
        thomthom
        last edited by

        @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?

        Thomas Thomassen — SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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