I’m looking for some guidance on the best approach to developing a first person game. The game will be in a retro style (low detail, low resolution) and a combination of corridor / open-world (it takes place in a City so both inside buildings and city streets).
My thought being that an Octree data structure would probably be ok for both the city streets sections as well as the inside sections - though I guess a BSP structure might technically be more performant for indoors I think the technical overhead is too high for me to comtemplate it. I see that Babylon supports the Octree structure and wanted to check with you peeps as to whether I’m on the right track? I presume a ‘city’ could be created inside the Octree and it would be reasonably simple to do with Babylon? (Or maybe even Octree is overkill and Quadtree would be better).
Assuming Octree is the way to go, I guess I would create the buildings in something like Blender and export for use by Babylon, I presume it wouldn’t be too hard to then add them to the Octree? I’m not entirely sure how to go about division of roads, sidewalks and alleyways with regards to insertion into the Octree… Last time I played with game design was using Hammer from Half-Life 1, so you just designed the level in 1 big chunk and Hammer divided it according via BSP and all you had to do was load the file in the engine. I’m assuming there is nothing similar for Babylon that would let me put 1 large mesh into an Octree automatically?
Thanks for the help, I appreciate that the question is somewhat high-level so any help is appreciated.