• 3D
  • Whats the best method? Mesh instance and material vs 3D sprites.

I'm working on a 90s fps styled game. (Doom, Wolfenstein etc)

However, rather than levels, I'm procedurally generating parts of the world, which is made of very basic 3D shapes. I was wondering about the pros and cons to using 3D sprites instanced to the collision shape surfaces or if its best I create albedo textures for each mesh? (If i go with the latter, is there a way in godot to map a texture to a mesh? or do i need to do this individually in blender?) I can imagine using sprites could save me some time. Although I'm unaware of how it would affect the games performance (whether positive or negative). I'm assuming I would get if anything a slight boost? considering there are no additional 3D meshes to keep track of.

Interested to hear peoples opinions and tips :) Thank you

Well, in this case I'd say a Sprite3D would be a good choice. After all, they are practically built for billboarding. You don't need to assign materials; just textures. Plus if you want shader effects, you can still assign it a ShaderMaterial if necessary.

With either method, the Collisions should still work normally since graphics and physics don't have to be tied together.