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SteveDeFacto

What map format should I use?

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I'm working on a remake of an old game engine in which I did not use any thing like bsp or any other type of binary space partitioning or whatever it's called. I'm wondering if I'll even need it since the engine uses procedural planets for terrain which use LOD and most areas should be pretty wide open.

There are only a few situations in which I can see it being a useful like space stations and large cities. Also I would think with current GPUs it would generally be faster to render a whole mesh in a single pass then to brake it into chunks. Should I even implement it and if so what type of binary space partitioning is the best for this situation?

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Worry about optimization after your engine is complete, you profile it, and you find that the function in question takes longer than it should.

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