too many models affecting performance

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  1. #1

    Default too many models affecting performance

    hello; I have a 3d maze that is generated dynamically; the maze walls are
    #planes; if you so wished you could travel through the maze to the point you
    have 15000 walls and by then the performance would be very bad; I use yon; but
    I understand that ultimately yon merely saves the renderer from rendering the
    walls, though in fact those walls are still there and thus Director is having
    to calculate their positions; hence bad performance; any thoughts? thanks
    Shannon Burnett Asheville NC USA

    dsdsdsdsd Guest

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  3. #2

    Default Re: too many models affecting performance

    I think you should check out how to create your own Mesh, modelResource and
    Model for your maze. This will ensure only one model and shader is required.

    Look up in the manual . . .

    newMesh( )
    newModelResource( )
    build( )
    vertexList( )

    That should get you started. If you have trouble working out where to place
    the vertices for each maze plane, create four "groups" (like a null object
    using newGroup( ) ). Position them to match the corners of a single wall
    plane, then parent these to a fifth group using #preserveWorld this is like
    a wall template. You can then wap the fifth group around to match the
    position of your previous plane models and use the "worldPosition" of the
    first four groups to work out how to stitch your polys for the vertexList.

    Good luck.

    Richard


    Richard Guest

  4. #3

    Default Re: too many models affecting performance

    Richard, thanks for responding; I have pretty much decided to leave well
    enough alone; mainly because my collision detection is a bigger problem; I
    had however toyed with the idea of building a maze based on vertices, using the
    vertices as 'null' placeholders and listing them each in a property list that
    contained relevant info at that point; in retrospect I wish I had done that;
    thanks Shannon Burnett Asheville NC USA

    dsdsdsdsd Guest

  5. #4

    Default Re: too many models affecting performance

    Hi, you could do far worse than have a look at tonypa's ( flash ) tile based
    game tutorials to provide you with a basic concept for your maze creation.
    [url]http://www.tonypa.pri.ee/english.html[/url] In addition if you are using havok for
    your collision I have found that if you keep a set of objects within the
    simulation and just change their positioning ( ie walls ) performance is
    affected less than with a deletion and creation technique. ie using a tile
    system you have 20 tiles on screen at one time as you move the tiles are
    repositioned in corespondance to the layout etc. hope this is of some help.
    cheers batts

    batts Guest

  6. #5

    Default Re: too many models affecting performance

    1. Manage your scene as different segments. Write code to know in which
    segment you are at any one time and render only that segment. 2. Keep in mind
    that the more models there are, the fewer the performances. Even if you do
    nothing other than displaying a W3D, this rule is true. The framerate drops
    when the model count increases. This is a rule of thumb: keep your model count
    as low as possible (not more than 100). The same is true with shaders. Cheers,
    Karl. [url]http://www.chromelib.com[/url]

    Newt99 Guest

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