no reason not to use shaders on large levels.

chunked terrain is theoretically a nice automatic optimisation, but i've never used it. commercial is leagues ahead of extra. pro has a few advantages, and i wouldn't sell a game that wasn't made with professional, but when you reach that stage you'll be planning on making up for the cost of pro anyway.

buy comm.

i wouldn't use a beam effect for rotating spotlights. i'd probably program an extremely basic volumetric shader, if it really needed to look great. or an animated model with an alpha channel.

julz


Formerly known as JulzMighty.
I made KarBOOM!