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Re: Game engine test 2 (now optimized)

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Game engine test 2 (now optimized)
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Tue, 4 Apr 2006 07:19:42 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <C0570AEB dot 75D9%mauitom at maui dot net> <9736CA3F-67FC-46FB-9372-DC8D8D434441 at miensoftware dot com> <8FBBF71B-A8FC-4D0B-8ED9-EB66EB1AE63B at divergentmedia dot com> <1320868E-B6AA-43AF-ACBE-CCE76BF201C4 at miensoftware dot com> <38C30259-E1A0-4344-A786-081D5C69B8F0 at chaoticbox dot com> <5779B808-C630-49C5-B6C7-8E5ECCD6F7EC at miensoftware dot com> <a062007b8c0583d814d43 at [10 dot 0 dot 1 dot 2]>
It is not using RB's trimesh class. There are a few problems with switching because I need to be able to change shape for to switch level of details. Any idea how I can do this (addshape from trimesh would be nice)?

Would using groups be an efficient solution? Since nearly every 3d object in this game is an animation3D instance, wouldn't it be bad to make them all group3Ds?

On Apr 4, 2006, at 8:14 AM, Joseph J. Strout wrote:

At 10:35 PM -0700 4/3/06, Lo Saeteurn wrote:

That's sort of what I thought--thanks for the research Frank. Are there ways to do these math for systems that doesn't support DSP (prior to 10.4 and on Windows) without using RB's slow memoryblocks?

Have you looked into using VectorList? That should be able to do it all quite efficiently, except for this bug:

<http://www.realsoftware.com/feedback/viewreport.php? reportid=orrrkfww>

...which is marked as fixed in 2006r2b5.

Best,
- Joe

--

Joseph J. Strout
joe at strout dot net
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