I've gone through this, but I dont think TreeShapes are an option for
me because:
  - I want to generate my Island with two png's (one is the height map
      for tha Land-Object, the other one randomly places Trees in green
      areas), so even if I tend to not often regenerate the Island it
      would be a mess to compose those trees in blender so they match
      the underlying Island.
  - As I said before, I have a Land-Object, so in different point the
      height differs, which makes this even messier :-/
  - I'm not really sure if TreeShape would bring that
  performance-boost, since I have distinct Shapes my way too which soya
  is able to optimize, isnt it? (say soya can quite easily estimate
      which objects really can't be seen for example with camera.back)

While the normal game speed at the moment is still okay to me, it
happens from time to time, that the whole game gets reaaallly slow (~40
    frames --> 5 frames or less).
I cant see any special situation which could force this so I _assume_
my high number of trees may be responsible for that.

I thought of sourrounding the trees with invisible tubes (or even
    cubes) to simplify collision-detection, do you think that would be
of any use?
Or would it be a good Idea so split the Island in -say 4- parts,
   somehow make the levels so, there's a kind of border between them
   and hide/show / load each one independently only if needed?
  

bis denne,
  Henning
-- 
"Windows is a 64 bit tweak of a 32-bit extension to a 16-bit user
interface for an 8-bit operating system based on a 4-bit architecture
from a 2-bit company that can't stand 1 bit of competition."

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