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hpl3:engine:optimizations [2012/10/08 13:46]
thomas [Transparency]
hpl3:engine:optimizations [2012/10/08 13:48]
thomas [Objects]
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   * First thing you need to know is that the game's engine will try and combine static objects ad efficiently as possible. This means that even though you place, say 100 static objects, this might end up being less than 10 in the final version. The way this can be done is if many of the objects share the same material (making it possible for the engine to combine). This means that static objects that are close by to one another should try and save the same material as much as possible. But do not go overboard on this. Do not rely on huge 4096x4096 textures for all static, and have illum textures, etc that are mostly black.   * First thing you need to know is that the game's engine will try and combine static objects ad efficiently as possible. This means that even though you place, say 100 static objects, this might end up being less than 10 in the final version. The way this can be done is if many of the objects share the same material (making it possible for the engine to combine). This means that static objects that are close by to one another should try and save the same material as much as possible. But do not go overboard on this. Do not rely on huge 4096x4096 textures for all static, and have illum textures, etc that are mostly black.
   * While the engine can combine pretty good on its own, it does not work very well with smaller objects. Because of this you should have smaller objects as groups of objects instead, for example a group of 6 mushrooms in various configurations. It is okay to have single objects, but use the groups to place the bulk of them.   * While the engine can combine pretty good on its own, it does not work very well with smaller objects. Because of this you should have smaller objects as groups of objects instead, for example a group of 6 mushrooms in various configurations. It is okay to have single objects, but use the groups to place the bulk of them.
-  * If you have a really large room where the engine will not properly combine objects. ​giant wall might become made up of 100s of smaller objects, when all it needs is one object ​really. To solve this you can force combine them in the editor by using the combine ​edit move. Simply add the sides of the wall into four different groups and they will each become a single object in the game.+  * If you have a really large room where the engine will not properly combine objects. ​For instance, a giant wall might become made up of 100s of smaller objects, when all it needs is one object. To solve this you can force combine them in the editor by using the combine ​editmode. Simply add the sides of the wall into four different groups and they will each become a single object in the game.
  
 **Turn off IsOccluder for small objects and on for big**\\ **Turn off IsOccluder for small objects and on for big**\\
hpl3/engine/optimizations.txt ยท Last modified: 2015/09/17 10:59 by ian.thomas