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I am asking for this feature because I want to build level in parts and is specially useful with rocks.

1) use the same model.




Using the same model just saves mainly on video memory. Often, you're better off having the same model and it's variants done in your modelling program. It may seem like 12 polygons for a cube, but having 300 visible at once will have a major effect on the frame rate. Putting 300 such cubes visible in a single model greatly improves rendering speed (and between 2000 and 5000 polygons has peak performance, according to a benchmarking experiment).

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2) save space




Saving disk space by using the same model in varying ways is indeed true

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3) save time




I wouldn't know if it would save time, but it would have a small saving, but nothing considerable.

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4) save load time




This I'm not sure on (unconfirmed). It's been so long that I've worked with 3D....

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5) having different skins gives more power.




Skins can be dynamically changed through script.

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6) collision detection would be faster if the model involved has less polygons.
etc........




Fewer polygons would speed up collision detection if polygon-precise collision is used, but is never the case (I don't know for sure) for bounding boxes being used instead.

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Scaling, rotating in different directions gives the impression that these are different models but saves me a lot of extra work and resources. And again save time because if one is not of proper scale or rotation then I will have to redo touches to the model.

And this has to be a wed feature and will not solve the problem any other way.




I can see why this would be handy. With a script, you have to base it on theory and do a few calculations to find out where the entity would go. With WED, one could visually see it and it would be much easier.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials