I'm working on a sims-style building system for a test project in Unreal, and I'm pretty new when it comes to creating in-game level editors so I was wondering how TS4 handles creating walls and floors. Does it use pre-generated meshes, or does it generate them at runtime based on the dimensions of the structure?
Generating them at runtime seems more efficient since you can remove unneeded polys, but pre-made wall meshes seem much easier to set up. However, the fact that windows and doors exist kind of breaks that idea. Surely there's a way around it, right? Having a million wall mesh variants for every door and window seems really wasteful, unless they just have one wall mesh and use a stencil buffer to cut out the shape of the window/door through the wall. Any ideas on how they did it?
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