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:
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> > 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.

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