I have sooooooooooo many questions... I've been searching the forums for some answers, and wrote down what I found, but there are still some points I, really big noob, need to be advised on, if someone would like to share his experience
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Presentation
I would like to create a Heroes of Might and Magic-like game, i.e. with a slightly leveled 3D terrain, many static objects (like trees, mines), some animated objects (like shining gold or item), and several characters (1 to 4 characters per player).
I made some tests, and I'm sure you will laugh at me because I'm a terrible noobie in the 3D world !
What I already have
I made the (complete) UML for the game (but it's no use here... just for info)
I made a tree, but it has 2432 faces, I guess it is a bit too much ?
I made a small map made in Blender, with a texture applied to it (2048x2048)
What I already tried
I tried to display the map, and one tree.
It works, I run at 100fps.
Now I tried to display 100 trees (in one row), and... Patatrac !
4 FPS...
Even if I put the camera where there is nothing at all
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My questions (heheee
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1)
Why am I at 4 FPS even if I put the camera where there is nothing to display ? Should not the engine compute and draw only what I may see, and only that ? Is there a way to force the engine to do so ?
2)
Is 2432 faces too much for a static mesh ? How much faces should I have with High Poly ? And low poly ?
3)
What technique could I use to display a very large map ? I mean especially to draw the texture on it... I can't figure how to do this ! I searched the forums for that too, and found someone talking about splitting the terrain (and texture) in many parts and draw them seperately, but many people told him it would be terribly slow !
That's it ! Here are my 3 questions... I just hope someone will kindly help me at my very beginning
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Thanks a lot, and have a nice evening !
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Lideln