Gamestudio manual:

Some tips for increasing the frame rate in your games:
Don't import a level as a whole model from external editors like MAX or MAYA. When the engine renders the level as a single model, it can't use it's scene management, and renders even the parts of the level that are not visible. So, rather than importing a whole level, import separate models in MED, and place them in the level with WED.
Use mesh mode for compiling your level. If you want to create a BSP tree, use blocks only for the rough geometry of the level, and use models for details.
Deactivate the mouse if you don't need it . Mouse detection in a 3D view can reduce the frame rate remarkably.
Reduce the number of sounds audible at the same time. Some sound cards without hardware mixer reduce the frame rate remarkably when many sounds play simultaneously.
2D instructions, like draw_textmode, reduce the frame rate remarkably. Avoid instructions marked with 'slow' in the manual.
The smaller the clipping range (camera.clip_far), the faster the rendering especially in outdoor levels.
Cheap 3D cards work best with 256x256 texture sizes. The bigger the texture, the slower the rendering.
Terrain renders faster than models - especially when it's chunked. Do not use models for terrain.
With today's 3D hardware, the best model or block size is in the range of 500..5000 polygons. If possible, split bigger models in several parts.
When constructing a model, have it's origin as close to it's center as possible. Models with bad placed origins consume more space in the scene management tree, and cause slower rendering.
Nonanimated models render faster than animated models. For a forest, use several tree models rather than several frames of one single tree model. Vertex animation is faster than bones animation.
Setting an object's x/y/z coordinates directly is faster than using c_move. c_move without glide is faster than c_move with gliding. The AABB collision detection is faster than the OBB detection.
Use WED for setting up entity properties, rather than an entity action. If an action is required for setting up an entity, reset its dynamic flag at the end of the action.
Bitmap fonts are faster than Truetype fonts. Truetype fonts are reported to render very slow in some PC configurations.
Sky cubes render faster than sky models and sky domes.
Use LOD models whenever possible, especially in outdoor levels.
Mipmapping increases the frame rate. Always create mipmaps for model and terrain skins - it's just a mouse click in MED.
Newer engine versions are faster than older engine versions. The A7 engine is faster than the A6 engine.


Last edited by cro_games; 08/14/08 09:35.

Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
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Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)