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hpl3:engine:optimizations

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hpl3:engine:optimizations [2012/10/10 17:15]
thomas [Objects]
hpl3:engine:optimizations [2015/09/17 10:59] (current)
ian.thomas [Physics]
Line 57: Line 57:
 Next thing to do is to add mesh shapes (these are shapes that are added through special naming in the model file) for high polygon objects. This include things like pillars, high detail walls and more. Do not use it on everything, but consider it for everything above 500 triangles or so. For some objects, like a rubble of rocks, it is better not have have it because it can be too complex to add collision shapes. For most objects it is well worth the job though. It makes the game take up less ram and also make collision testing faster (unless a lot of geometry shapes are used that is, so do not go wild) Next thing to do is to add mesh shapes (these are shapes that are added through special naming in the model file) for high polygon objects. This include things like pillars, high detail walls and more. Do not use it on everything, but consider it for everything above 500 triangles or so. For some objects, like a rubble of rocks, it is better not have have it because it can be too complex to add collision shapes. For most objects it is well worth the job though. It makes the game take up less ram and also make collision testing faster (unless a lot of geometry shapes are used that is, so do not go wild)
  
 +===== Visibility =====
  
 +You can divide up the map into collections of geometry, making only some of it visible when necessary. To do this, check out [[hpl3:​game:​visibility_area|Visibility Areas]].
hpl3/engine/optimizations.txt ยท Last modified: 2015/09/17 10:59 by ian.thomas