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Re: Quesa/RB3D Question

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Quesa/RB3D Question
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 26 Apr 2004 06:45:51 -0500
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References: <6AD11B5A-95F6-11D8-87A7-000393B48432 at optonline dot net> <p06020441bcb1baed3748 at [192 dot 168 dot 0 dot 101]> <a05300b05bcb1bc956374 at [10 dot 10 dot 13 dot 3]> <4214B323-9757-11D8-BC00-000A95CDD7B0 at charcoaldesign dot co dot uk>
At 8:56 AM +0100 4/26/04, Nick Lockwood wrote:

In the documentation Group3D's are described as being computationally expensive (not a direct quote). I always wondered about this - it seems a little vague. Computationally expensive relative to what exactly?

Relative to not using them. Groups are like an extra object to the rendering system, but one that has to be checked on each frame to see if it's changed, so that it can update all of its contents as well. So you wouldn't want to have dozens or hundreds of groups in a scene.

However, for a Klax-like game, where there's just one (or a few) groups and you really are updating the group on every frame, it seems like a fine solution. Without them, you'd have to do most of the same math yourself anyway.

HTH,
- Joe

--
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|    Joseph J. Strout           REAL Software, Inc.                |
|    joe at realsoftware dot com       http://www.realsoftware.com        |
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