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Little help about techniques #340716
09/07/10 09:21
09/07/10 09:21
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
Rabbit Developer
Inestical  Offline OP
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
I'm on a team thinking about porting an 360 game to PC, with more improvements ofc.

The problem I have is that we need a method to render/control hundreds of enemies and weapons at the same time without bigger impact on FPS. The idea is to do the game in 2/.5D space shooter. The old version manages to do it pretty well now, but we're greedy for more.

I read upon some methods, but I can't recall them now D:

You can see a video of the current version in here: http://www.youtube.com/watch?v=vLdkPus9rTA


"Yesterday was once today's tomorrow."
Re: Little help about techniques [Re: Inestical] #340744
09/07/10 13:06
09/07/10 13:06
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
use a single function to loop through them all? it is better, performance-wise, than using sperate actions for each of them.


3333333333
Re: Little help about techniques [Re: Quad] #340747
09/07/10 13:41
09/07/10 13:41
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
I can only speak for OpenGL and I don't know if you are using it and/or if the techniques are also available for DirectX.

First: Render as much in one draw call as possible. Batch as much objects as possible in one vbo.
You should also order the objects so that you don't need to bind the texture every time. The best would be binding one texture once per frame, draw all objects that use the texture together and the bind the next texture etc.

You can also use two vbos for your objects. One for even frames and one for odds and then switch them every frame. Then change only the one that is currently not active and update the other one once you are switching them again. This makes sure that the CPU don't needs to wait for the GPU and you can use the CPU cycles otherwise.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com

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