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Re: Game engine test

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Game engine test
From: Jeff Quan <jquan at mindspring dot com>
Date: Fri, 24 Mar 2006 22:30:59 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
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On Mar 24, 2006, at 7:57 PM, Lo Saeteurn wrote:
One reason for the slow down are the animations. It has to go through 20-50k+ points and interpolate the vertex positions and vertex normals, but it really only does this for models that are in view--maybe processed frames may help. When compiled with RB 5.5, performance just about doubles (sometimes even triples). I'm still not sure why this is so.

Yowza, that's a lot of points. How are you going about interpolating vertex normals? I asked a question about interpolation on this list a while back and Joe talked me out of interpolating normals and letting RB do it -- you might want to try it and see if you gain any speed back.

In my own tests with RB2006, I've seen slowdowns with multiple 700+ vertex objects (I think I can get about 7-8 of them in there before a see things start to slow down, and I'm only interpolating vertices). My machine is kinda weird because I have a 1.8Ghz G4 (upgraded the CPU), so your engine runs about 12-15 FPS for me.

As a side note, morphing does work fast on multiple objects if your objects aren't built up with too many vertices. In a morph demo I've been playing with, I had 50 birds (36 vertices; very low poly) flapping around without much of a performance hit.

==
Jeff Quan
jquan at mindspring dot com
http://www.geocities.com/jeffqportfolio/

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