Large numbers of staticShapes
by Eric Hartman · in Torque Game Engine · 02/16/2005 (1:59 pm) · 2 replies
For Blockland, I'm currently using static shapes (tons of them) for all the blocks. My plan is to make my own gamebase based class for the blocks so I can strip out all the unecessary network traffic and proccessing incurred by the shapeBase and staticShape levels.
My question is, what else can I do to get these things to render faster? I dont really know anything about openGL, so I need some direction on where to start looking. I have already done the following:
-Switched from mesh collision to box collision = no visible gain
-Removed terrain occlusion check (since you never really leave the play area) = no visible gain
-Removed process tick and interpolate tick code from staticShape = ~5% gain
I've noticed that taking out registerLights() results in a large performance gain (but then theres no lighting, duh). I've heard things about using vertex color to simulate lighting, would that be worth looking into?
My question is, what else can I do to get these things to render faster? I dont really know anything about openGL, so I need some direction on where to start looking. I have already done the following:
-Switched from mesh collision to box collision = no visible gain
-Removed terrain occlusion check (since you never really leave the play area) = no visible gain
-Removed process tick and interpolate tick code from staticShape = ~5% gain
I've noticed that taking out registerLights() results in a large performance gain (but then theres no lighting, duh). I've heard things about using vertex color to simulate lighting, would that be worth looking into?
About the author
#2
02/24/2005 (11:36 am)
So should I keep all the blocks as seperate objects and then have them communicate with a blockmanager whenever a change happens, or should I have one blockReplicator object that handles everything?
Associate Ben Garney