Would it be worth exporting a uppersector/lowersector skyportal and rendering it as a model or better off just keeping the map geometry?
Which of these 2 options is more optimised?
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Moderator: GZDoom Developers
Thanks for the reply Gez, okay, i'll clarify what i mean. So i have used 3d floors in an uppersector portal purely for aesthetic reasons but im wondering if maybe that will slow down the engine, perhaps i might be better off exporting the sucker as a 3d model instead of using 3d floors?Gez wrote: ↑Wed Nov 02, 2022 3:12 am There isn't a one-size-fits-all best approach; different use-cases will require different methods.
One thing to keep in mind is the question of collision boxes. 3D models are represented in-game by actors, which have a square prism collision box, regardless of how they look like. Sometimes people will use an invisible 3D floor (for collision geometry) and a 3D model to represent the 3D floor. This works but the setup is more complex than just using a visible 3D floor.
Finally you mention uppersector/lowersector portals, and those are something different from 3D floor in that they are different sectors. There's a lot of game effects that depend on sectors, notably for things related to AI logic.