andrake
Member
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Why terrain get so many CPU time
Hi
i use for my IK++ like game Esenthels terrain.
i use smallest parameter when create terrain.
on my android Matrix NettabHD with Mali400 GPU it runs ok if i use 4 blocks of terrain, but i need at least 6 blocks.
in this keys i can't get 24 fps...also apps loading longer.
there is 3 characters with it's physical body capsule.
when i see topology(polygons of terrain) there is not so many polygons there.
what slow down it. it terrain but what exactly. Physics collisions? shape for collisions of terrain get CPU time? there is a way to reduce(decimate) polygons of terrain?
and it will be good also to reduce capsule polygons for default character class.
or only way to load own terrain as FBX for improve performance. but i like built in terrain editor. there is a way to export terrain for furthurer remake and import?
thank You
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05-27-2014 01:39 PM |
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Zervox
Member
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RE: Why terrain get so many CPU time
Something like this will export the area meshes.
Code:
ExportOBJ(S + VecI2(0, 0)+".obj", Game::World.areaActive(VecI2(0, 0))->getData()->mesh);
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05-27-2014 01:54 PM |
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para
Member
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RE: Why terrain get so many CPU time
What's your active range and view size? Do you have all 6 blocks of terrain visible?
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05-27-2014 02:15 PM |
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andrake
Member
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RE: Why terrain get so many CPU time
in world Editor i set 1 or 2 view size. minimum that enough for all blocks can be be visible.
in code i set active range 900 instead default 300. but in both case i see 4 of 6 blocks at the same time.
it 2 by Zaxis and 2 by Xaxis.
camera moving by Xaxis.
i think i will ask feature for reduce Terrain Plygon count tool. there is too many count sometimes.
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06-03-2014 11:29 AM |
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