Apps are going to have to learn to stream the big files and keep them
locally.  Break them up into more bite-sized pieces.  Anticipate what you'll
need based on what the user is doing.  Get better compressed formats for it.

It'd be great to see some clever open source project to do that.  Take a big
scene and made it load in pieces as needed.  It would make parts of the
world slow the first time you visit but then they'd be locally cached.
Clever division of the world into "levels" can also help where the business
of stepping out of world between levels to gives scores or what not gives
the system an excuse to be loading the next level as the user is occupied.

It can be done.  It does argue more for an AIR app in my mind but that's not
a requirement either.

Cheers,

BW

On Fri, Mar 4, 2011 at 5:07 AM, Fabrice3D <[email protected]> wrote:

> I said its a key factor, never said it would be easy ;)
>
> Fabrice
>
>  On Mar 4, 2011, at 1:16 PM, Michael Iv wrote:
>
>  |*smaller will always be better no matter what*.|
>
> Absolutely agree on that .But you know , when you have no problem to draw
> 400000 triangles
> the temptation to include large amount of assets is extremely high .It is
> amazing how the state of things has changed :once the headache was the poly
> count whereas now we should break the head how to load the stuff faster!
>
>

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