Speed/FPS

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Chet
Posts: 53
Joined: Wed Sep 10, 2008 5:34 am

Speed/FPS

Post by Chet »

Thanks to all the nice I help I have gotten here I am getting close to finishing the graphics for a game level ...but now I am hitting speed problems.

I have searched through the forum to see what sorts of things people were doing and to address these issues and I am left wondering whats actually current and what approach seems to be the most effective, then of course comes actually doing it. :P

I'm the artist here not much of a programmer but willing to tackle things if I have a clue which way to go.

I have about 40 nodes in the scene, and I probably need about double that once I add trees and stuff. Number of poly per node varies a lot. All static models so far too, animations come later.

So, culling? lod algorithm? simplified models? multithreads?
Whats the best way to go here for better performance? Are there samples or code snippets I should look at to get started?
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Re: Speed/FPS

Post by randomMesh »

You could try the CBatchingMesh from the irrExt repository.

Should give good performance for your static meshes.
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Chet
Posts: 53
Joined: Wed Sep 10, 2008 5:34 am

Post by Chet »

Thanks, looks interesting but like much of irrlicht virtually no documentation to give some clues on how to use it.
BlindSide
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Post by BlindSide »

Code: Select all

meshSceneNode->getMesh()->setHardwareMappingHint(EHM_STATIC);
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Chet
Posts: 53
Joined: Wed Sep 10, 2008 5:34 am

Post by Chet »

hardware mapping hints crash my system. I do plan to add a graphics card soon and will try again after that. I suspect a lot of my issues have to do with the 'on board' graphics.
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Post by randomMesh »

Chet wrote:no documentation to give some clues on how to use it
Erm. There's a main.cpp. It's a working example.
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Chet
Posts: 53
Joined: Wed Sep 10, 2008 5:34 am

Post by Chet »

yes, it shows coords and texture input added to the mesh I have no clue how you might apply that to the use of models (.x) created in an editor. But I suppose I will play around with it a bit.
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