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Can the T2 engine (V12) handle A LOT of objects despite LOD's?

by Mathieu Bouchard · in Technical Issues · 04/15/2001 (8:59 pm) · 5 replies

I am planning a system for T2RPG involving having hundreds (if not thousands) of small cube InteriorShapes (a third or half the size of a typical light player model) together in an enclosed area. Each of these small cubes will have a blank LOD, where the cube would not even be seen 10 meters away.

My question: Despite having blank LOD's for each cube, will having thousands of them in a concentrated area cause FPS issues if I was standing say 50 meters away (where they are evidently invisible due to the LOD) ?

FYI, I spawned 2000 disc launchers and my FPS dropped to 1 every 5 seconds, even when I walked away from them out of sight. I'm assuming my answer lies here, but I'm asking anyway in case a blank LOD would help.

-JI
http://www.planettribes.com/rpg
http://www.mp3.com/theoryoftrance

#1
04/16/2001 (7:39 am)
Mathieu,

Are these objects dynamic? Do they have scripts associated with them? Do they require collision detection?

My guess is that this many objects in 'view' (even if not rendered) would cause the current V12 engine to choke. You would probably have to modify the collision and space partitioning engine to use an algorithm/structure more suitable to high-object count interactions.

As for the rendering of the objects, the graphics pipe would be able to handle it. If you don't push polygons, they don't add to the frame time. Still, the added traversal time, scripting time, and collision detection would probably slow the current V12 down with >1000 objects like that. (Though the GG crew may tell us differently..)

--Bryan
#2
04/16/2001 (7:51 am)
It is my guess that these objects, created dynamically, were somehow not included in FOV culling.
#3
04/19/2001 (2:28 am)
I think the question to ask is: What the heck do you need to make a bunch of crate sized interiorShapes for? Are you trying to recreate the warehouse at the end of Raiders of the Lost Ark?

--Timbo
#4
04/19/2001 (2:29 pm)
No, that's not the question.

Do any of the GG staff know anything about this issue?
#5
04/20/2001 (10:49 pm)
Or more specifically, how is object culling handeled in V12?