checout upbge and it's optimizations like static mesh batching, physics mouseover select based on physics layer and lightning optimizations.
then look into forward+ light cuts using a bvhtree for performance later if lighting is to be used, the game engine is very well suited for realtime simulations https://github.com/UPBGE placing the building materials in a layer that's collision mask does not collide with it's own layer is useful for physics and for large open areas and 1000s of objects, a loading grid can prevent scenegraph bloat. On Mar 19, 2018 3:03 AM, "Feng_Duan 段锋" <[email protected]> wrote: > Hi, all: > Our team worked in BIM for 5 years. Now we want to change the 3D framework > of our software. The old framework , of which the performance is can't > satisfied our need. Blender is very suit for our propose. But we are not > professional in Blender. > > Could you prefer to advice or Instruct our developers to tailor and > optimize the Blender architecture so that Blender can use the development > needs of BIM software. > > Contract me if you prefer to. > > Thanks > > feng > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
