Slow...
Blitz3D Forums/Blitz3D Beginners Area/Slow...
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I wanted to create a forest so I created a tree and by a type I drawed about 300 trees but when they were in front of the camera, the camera moved slowly... Where's the error? |
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How many polies is the tree? Did you use CopyEntity to create them? |
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Double post |
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I use copyentity but I don't know how many polies has the tree but I think a lot.... :) |
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Well, there's your problem. :) You could try implementing a LOD system so that trees far away are low poly. |
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...It must be a joke... I don't want an ugly forest but an high "definition" forest... |
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That's the point of LOD - trees far enough away and you can't tell the difference. |
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Could have a look at this code - I've not bothered, I just knew it was in the archives: http://www.blitzbasic.com/codearcs/codearcs.php?code=949 |
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Sincerly i don't know what is it a LOD... Can you explain??? |
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Level of Detail - you store more than one version of your tree in memory - 3 or 4 is normal - each one is a reduced poly-version of the previous. So when they are far away - you show the lowest poly-version and increase them in steps as they get closer to the player/camera. |
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>...It must be a joke... I don't want an ugly forest but an >high "definition" forest... No computer can display a 'High Definition' world without slowing down. The key to 3D is to program the computer so that it *SEEMS* like it displays a 'High Definition' world. LoD(Level of Detail) is a technique to display 3D which looks good, but has less tris for the GPU to render. Andy |
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Other techniques are to make a sprite from rendered images of distant trees, and have that sprite in the distance, this way your using 2 polys instead of thousands. When you think that your computer is having to process and draw every vertex position for every polygon making up every tree, it's no wonder that it's going to have an impact on the speed of rendering. Limiting the camera range or fogging will also lower the rendered count. Make use of the TrisRendered command to keep an eye on the ideal limits for your system! |
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Ok... I used trisrendered and i found out that each tree had about 50000 polies... so i created a new tree with 4000 polies (is it good?) and it looks like better than the first tree... |
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I don't have much experience with this myself, but I've heard a lot of people around here say that 2000-4000 polys is good for a character close to the screen, and about 500 polys is good for a distant one. |
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Well that's a whole factor of ten less detailed so it should speed up stuff a lot, Id still recommend not using so many actual meshes though. |
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Until the day comes that we are running 12.0 TeraHz multi-processor machines, we are going to be governed by computing power limitations. LOD, Camerafogging and Low-Poly counts are good techniques for technological limit workarounds. Of course, taking things in perspective, here in the 21st century we have computing and graphics power levels only dreamed of in the early days of 20th century 8-bit processors and 16-color graphics, and we're bemoaning that we have "only" 4000 polys. <Sigh> |
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I used trisrendered and i found out that each tree had about 50000 polies... That must be one beautiful tree! It did make me think, are ALL the branches and individual leaves polygons? Practically every game I know of uses an arrangement of sprites, usually arranged in a star around the Y axis for the leaves. |
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500 poly are the max that is acceptable for a tree ... if you need more then you should consider replacing parts of the leaf sections with better textures that you for example could obtain through rendering that part of the tree. As you perhaps saw on WoW screens etc, a forest which can be passed, is only possible with lowpoly trees with good texturing. |
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GET MAX AND MAKE ALL THE TREES U NEED |
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STOP POSTING IN CAPITALS!!!!!! :/ |
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"MAX" costs too darn much money, if you are an individual buying for yourself and not a company making the purchase with deeper corporate pockets. |
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Try this tree creator: www.melog.ch/dl/treecreator_mod_jfk_dec05.zip with source. |