I still do not see why you need 500 cubes as instances.
At some point I can imagine you lock cubes, they can be part of a "userworld" 
mesh.
You also could run simulations and apply the force to a series of vertices 
only, as you know that a cube would be a series of 24 indices into mesh 
subgeometry.
A cube can be then represented in your code as a single indice for instance.

Fabrice

On May 2, 2011, at 1:46 AM, Trent Sterling wrote:

> 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.

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