Too many pivots?

Blitz3D Forums/Blitz3D Programming/Too many pivots?

xmlspy(Posted 2006) [#1]
I plan on having every object I add be parented to pivots. Would that slow my engine by a big amount?

I plan on having this because many artists like to work differently, such as not putting the model base at the bottom.


bytecode77(Posted 2006) [#2]
i did it the same way in my old fps engine. i parented all entities to the world-pivot. this is no slowdown.

but it might be a slowdown if you take a pivot for each object...

in other words: test it and compare :)

cya


xmlspy(Posted 2006) [#3]
Tests with updateworld

100 cubes
without pivots 857fps
with pivots: 750 fps

1000 cubes
without pivots: 75fps
with pivots: 65fps

2000 cubes
without pivots: 37fps
with pivots: 32fps

Pivots are not worth putting in, screw them.


Naughty Alien(Posted 2006) [#4]
..strange, I use to create about 2000 pivots as a pathway in my project and I didnt notice any slowdown...maybe becouse they are not parented to any entity..


Warren(Posted 2006) [#5]
"Pivots are not worth putting in, screw them."

Well, hold on now. Look at your worst case scenario. You lost 5 frames per second for an additional 2000 entities (the pivots) in the world. That seems perfectly reasonable to my eyes.

If you want to double your entity count by attaching a pivot to everything, it's not going to be free. However, if the benefits outweigh the negatives it might be worth it.