DTS Collision, Reasource Hog?
by Greg Gardinier · in Torque Game Engine · 07/29/2005 (4:46 am) · 5 replies
I am planning on creating a large cave using a dts object with ALLOT of collision objects. It will use upwards of 30 or possible 50 individual cubes for the collision meshes.
Is this wise?
The actual amount of geometry will not be that high but there will be many individual meshes. I have already modified the engine code to support the number of collision objects I need and have created a test mesh with about 12 collision meshes on it and it doesn't seam to hit my frame rate hard, but I wanted to make sure.
So, will ALLOT of collision meshes hurt my frame rate, or possibly lead to other problems?
Thanks
Is this wise?
The actual amount of geometry will not be that high but there will be many individual meshes. I have already modified the engine code to support the number of collision objects I need and have created a test mesh with about 12 collision meshes on it and it doesn't seam to hit my frame rate hard, but I wanted to make sure.
So, will ALLOT of collision meshes hurt my frame rate, or possibly lead to other problems?
Thanks
About the author
#2
Problem is I am not a programmer. So I don't know quite what to make of this.
There are four collums:
%NSTime
%Time
Invoke
Name
Then there is a very long list of all the proscess running with in the engine along with thier corisponding corisponding numbers.
For example:
What numbers should I be looking at here, and what do they mean?
Thanks
08/29/2005 (2:09 pm)
Thanks allot for the reply Ben. I used that "Profiler" command you talked about above and was able to get it to dump all it's info into the console.Problem is I am not a programmer. So I don't know quite what to make of this.
There are four collums:
%NSTime
%Time
Invoke
Name
Then there is a very long list of all the proscess running with in the engine along with thier corisponding corisponding numbers.
For example:
%NSTime % Time Invoke # Name 2.763 20.656 17172 ClientProcess
What numbers should I be looking at here, and what do they mean?
Thanks
#3
Should be. ;)
08/29/2005 (5:26 pm)
@Greg: I don't believe the collision meshes will change your frame rate at all until it's time to test for collisions. If your player is walking around on the cave floor without any performance issues (in other words: is in contact with the cave floor/wall/whatever), then you should be fine.Should be. ;)
#4
Thanks for the responce
08/29/2005 (7:03 pm)
Yeah, I figued as much. However, I am still interested in the Profiler command for use with other things. It seams like it would be a great tool for optimizing. If somone could tell me what that actual catorgories mean that would be great :)Thanks for the responce
#5
Time = time, time taken by this block and all its children.
Invoke # = number of times this blobk was executed.
Name = name of the block.
Percents are of time the profiler was active, or in general, of frame time (ie, the time spent rendering a frame).
Blocks of code are defined by PROFILE_START and PROFILE_END blocks.
08/29/2005 (7:36 pm)
NSTime = non sub time, the time taken exclusively by code in the named block but not by any of its children.Time = time, time taken by this block and all its children.
Invoke # = number of times this blobk was executed.
Name = name of the block.
Percents are of time the profiler was active, or in general, of frame time (ie, the time spent rendering a frame).
Blocks of code are defined by PROFILE_START and PROFILE_END blocks.
Associate Kyle Carter