Game Development Community

Rendering large quantities of very simple client side objects

by Mike Stoddart · in Torque Game Engine · 04/24/2005 (6:12 pm) · 5 replies

I have implemented fxRenderObject into my app and changed it slightly so that it renders a stationary cube instead of a spinning quad. I know rendering quads brute force isn't the best method, but I added 25*25 of the suckers to my app and when I view them all I lose 100fps. This is on an AMD3200 plus GeForce 6600GT.

How much performance gain could I expect by switching to triangle strips and other OpenGL funky features (vertex arrays etc., not that I'm an expert at them)? I'm surprised at the drop in performance.

What other methods can be applied to Torque to achieve this? I'm thinking of a client side object only here that is stationary.

Thanks

#1
04/24/2005 (6:34 pm)
I'm reading through the shape replicator, but I don't think it's much different from the fxRenderObject.
#2
04/24/2005 (6:59 pm)
Bugger - for starters one obvious thing to do is to not run a debug build when getting an idea on how the app performs with lots of objects!!!

*blush*

Still, my app crashes in release mode anyway (see my other thread).

Cheers
#3
04/24/2005 (11:45 pm)
Yeah, release is a lot faster. :)
#4
04/25/2005 (3:17 pm)
Also, if they're clientside and numerous you could try just writing a custom renderer that renders all of them in one go, rather than many small objects. Works great for the forest renderer I wrote (Yes, it's still on my todo list to finish!).
#5
04/25/2005 (3:46 pm)
I may try a different approach, so I may abandon this concept. We'll see!

Thanks for replying :)