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I noticed that the buildings in the SDK are split up into smaller sub-sections. Is this to split up the work between different people or is there a more practical reason? Could they have been made in one piece?
-Performance wise, the engine can cull / stop rendering small chunks of a building, rather than having to draw the entire structure every time a little piece of it is in view.
-Mappers can re-use modular parts more easily, and artists don't have to go crazy applying dozens of shaders / uv-maps for one big building asset.
-LOD's perform and look better using these smaller components.
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