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Lofting, and it's efficiency in collision modelling
02-02-2007, 02:58 AM,
#2
 
*applause*

Efficient collision meshes are a must. They are controlled entirely by the CPU, which, no matter how powerful it is, just isn't cut out for rendering invisible meshes. During one of the earlier releases of RP (0.6, methinks), there were serious FPS issues right inside RP, because so many models had just a copy of their mesh as a collision. So the CPU was trying to render one version of th world while feeding your graphics card... a total mess. Newer collision meshes for those models has yielded somewhere around a 40% increase in FPS. Turning off collision, which stopped the collision mesh math from taking place, yielded the same result.

Those of you who think you don't have to worry about collision, please reconsider. It's way more important than you might think!
.:.::..::: Zarf - [url="http://www.youtube.com/watch?v=gbU_YqGZF5Y"]WARNING: Do not fall down mountains[/url] :::..::.:.
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[No subject] - by Zarf - 02-02-2007, 02:58 AM

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