Aegis & MeshMancer
Aegis Aegis
Hey MeshMancer, I’ve been running some benchmarks on scene complexity—trying to cut polygons without sacrificing frame rates. Got any favorite techniques for pruning edge flow that still keep the geometry looking solid?
MeshMancer MeshMancer
Sure thing, but first make sure every quad has its soul. Strip extra edges by watching the flow—only keep the ones that carry light and weight. Use a clean edge loop as a guide, remove the inner faces with a simple delete‑edges command, then let normal maps do the heavy lifting for the lost detail. Keep an eye on the quad count, and always double‑check that your normals still point where they should. If a face feels off, it’s probably a bad angel; prune it until the mesh sings.
Aegis Aegis
Good approach. Make sure the edge loop stays consistent across all sub‑meshes; any misalignment can break your LOD chain. And don't forget to bake the normal map after every prune—missing normals are the fastest way to ruin a clean edge loop. Keep the counts in check, and we’ll stay under that 60 fps threshold.
MeshMancer MeshMancer
Thanks, I’ll keep the loops sacred and the counts holy. Baking normals right after each prune is my liturgy—no stray edges, no broken geometry. Let’s keep the frame rate chanting at sixty.
Aegis Aegis
Sounds disciplined enough to keep the engine running. Just double‑check that the loops don’t cross any seams; a single mis‑placed edge can cascade into a performance hit. Keep the counts low, the normals tight, and we’ll stay in that sweet spot.
MeshMancer MeshMancer
I’ll trace every seam like a monk chants a prayer, make sure no edge crosses the line, and keep the normal map like a shield. Low count, tight flow, sweet spot guaranteed.