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Re: 3000 moving objects? No problem! [Re: JibbSmart] #360494
02/24/11 14:42
02/24/11 14:42
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

Moderator
Tobias  Offline

Moderator

Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
This is a cool demo!

I found that I can use more complex models without much frame rate loss. Only when the models get a bigger size, the frame rate gets down, probably because more pixels are drawn.

Re: 3000 moving objects? No problem! [Re: SchokoKeks] #360497
02/24/11 15:01
02/24/11 15:01
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
I get steady 50fps and 2.1ms with 4000 entities on my PC laugh


"Yesterday was once today's tomorrow."
Re: 3000 moving objects? No problem! [Re: Inestical] #360511
02/24/11 16:36
02/24/11 16:36
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
17k entities with multiple skins but simple meshes, dynamic flag REset, no movement attached.... 4 fps. That's awfully slow.

Re: 3000 moving objects? No problem! [Re: FBL] #360516
02/24/11 16:57
02/24/11 16:57
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
no instancing is the simple reason

Re: 3000 moving objects? No problem! [Re: Hummel] #360517
02/24/11 17:02
02/24/11 17:02
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
17k entities where around 16k are unique.

Re: 3000 moving objects? No problem! [Re: FBL] #360518
02/24/11 17:08
02/24/11 17:08
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I'm curious as to what kind of situation you'd need 16k unique entities on-screen.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: 3000 moving objects? No problem! [Re: JibbSmart] #360519
02/24/11 17:43
02/24/11 17:43
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Mesh generation algorithms.

Re: 3000 moving objects? No problem! [Re: FBL] #360521
02/24/11 17:49
02/24/11 17:49
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
If most of them are unique and they're generated by code, couldn't you put a lot of them into a single mesh?

And mesh generation is kinda vague... why do you need so many unique meshes on-screen?

I would've assumed it was related to A3, but I wouldn't have thought any A3 projects would be that complex.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: 3000 moving objects? No problem! [Re: JibbSmart] #360523
02/24/11 17:53
02/24/11 17:53
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
It is related to A3 and complex is relative.

They region concept of a raycaster just is not as simple to handle. If you remove lighting completely, then meshes can be merged, otherwise it gets really tricky and you'd have to fix that via some complex mechanism to split material definitions into many other materials in order to get the lighting effect.

And you lose the feature to modify single regions as it was possible in A3.

But... different topic.

Re: 3000 moving objects? No problem! [Re: FBL] #360524
02/24/11 18:05
02/24/11 18:05
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I'll take your word for it.

(sorry Superku for going offtopic)

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
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