Sunday 16 March 2008

Project Update: Solar Flux

Feature: Mesh-Batching

It's not as good as mesh instancing, but it's certainly quicker and easier to implement than mesh instancing.

On the 8th of april 2008, Solar Flux will be mock pitched, and our prototype demo shown to members of Team 17, so these last few weeks certainly are requiring that some corners be cut, so we can get our little presentation togeather. As a result, one of the features which we will be handling at a later date is mesh instancing, there just isn't time to get all the features into the game before the 8th of april. Without any form of instanced mesh rendering, its time to say goodbye to the idea of 10,000 asteroids on screen and approch the problem in a more pragmatic manner.

Thusly I've begun implementing a batch rendering technique, which is certainly adequete for now, on my meager laptop it begins to drop below 60FPS with 4000 meshes being draw, which is quite an improvement over the non-batched rendering result of about 800.

While 4000 meshes are available to be batched, it's more likely that the technique will only at most be used on 1000 meshes at this stage, but atleast we can render 1000 asteroids now, before that would have been a mere pipedream... Oh and did I mention that they're all normal mapped?

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