I’m seeking some advice on ‘best practice’ for creating a general ‘room’ environment for my game. I have consulted all of the pertinent tutorials and examples and am still a little bit unsure of a couple of things.
The physics based game I am creating essentially takes place in a single (rectangular) room which resembles an office space. Each end of the room has a set of windows, with walls along each side of the room containing some modelled shelves etc. plus some paintings which I render onto the walls as simple textures. I would therefore like some advice on what I have done and what am still trying to do.
- I have rendered the paintings on one of the side walls as separate materials/textures projected onto a Quad which I then place over the large Quad representing the wall which in turn has its own material. Is this a recommended approach or should I be trying to create a Texture Atlas to achieve this effect instead, even though it is essentially a 2D surface?
- I wish to create slight rectangular indents on both end walls in which to place the windows. Is it wise to utilise several Box/Quad shapes joined together to build this (then merged as one geometry) or should I really be looking to create a custom mesh in Blender or suchlike?
- I orginally rendered all 4 room surfaces as Boxes, then, for the sake of optimisation, changed these to Quads which then caused *some* objects to fall through the floor. Changing the floor back to a Box solved this issue. Should I really have created the floor with multiple smaller Quad 'tiles' instead of one large Quad to stop this from happening? (and should I also maybe do this for the walls/ceiling?
I have completed most of the physics/modelling work for other items in the room (furniture etc.) relatively easily so it is just the abovewalls I am having some doubt over in my current implemented solution. Any comments/advice are greatly appreciated.