My game involves letting users create their own levels from cubes. The physics engine allows for 500 or so stacked boxes without too much of a performance hit. My bottleneck is rendering.
On May 1, 6:40 pm, Fabrice3D <[email protected]> wrote: > Why would you have that many cubes? You could simply arrange in larger meshes > with your cubes data and extract when you need to edit or alter one. If you > need that many because of the images on them, think in term of mapping.. > > Fabrice > > On May 2, 2011, at 1:08, Trent Sterling <[email protected]> wrote: > > > > > > > > > I'm another broomstick user who wants to create a few thousand cubes > > in a scene. Using clone helped a lot, but the performance is still > > very poor. Loading a single model with 80,000 polys is much smoother > > than making many cubes with the same amount of polygons showing. I run > > other molehill demos without issue, am using wmode direct, and my card > > is supported. Hope to see a solution soon :\ > > > On May 1, 5:13 pm, rjgtav <[email protected]> wrote: > >> Followed the instructions in this > >> site:http://www.google.pt/url?sa=t&source=web&cd=1&ved=0CBgQFjAA&url=http%... > > >> And yes, my graphics card is supported. The 2nd values are around 300. Btw, > >> i think i've forgot to mention, but all of the molehill examples work fine > >> for me. But for some reason my framerate drops down by half when the camera > >> is pointing to all the squares.
