Jump to content

Kazar

Members
  • Posts

    72
  • Joined

  • Last visited

Posts posted by Kazar

  1. I don't know.. maybe something to group the entity cull checks with. Of the total draw time of my scenes entity culling is always 95% - 99%.

     

    This is also a problem with models that are made of many smaller meshes, so you always have to collapse the models to one big mesh before taking them out of the 3D modelling software.

     

    All in all it's really the biggest pain I've had to deal with in Leadwerks.

  2. I don't see any change in the entity cull time using a group with all the entities in it. Am I doing something wrong here?

     

     

    I get 25-29ms entity cull time with and without a group. Am I doing something wrong here?

           TGroup boksit = CreateGroup();
    
           TEntity boxarr[100][100] = {NULL};
           TEntity box = CreateCube();
           PaintEntity(box,LoadMaterial("abstract::concrete.mat"));
           ScaleEntity(box, Vec3(0.85));
    
           for(int x=0;x<=99;x++){
               for(int y=0;y<=99;y++){
                   boxarr[x][y] = CopyEntity(box);
                   SetEntityGroup(boxarr[x][y], boksit);
                   PositionEntity(boxarr[x][y], Vec3(x-50,0,y-50));
               }
           }

  3. I also have the problem with high entity cull times. My projects tend to generate large world from 3d "tiles". When the tile count rises to tens of thousands there is a huge drop in performance due to the entity culling. Is there any way to group many entities under one cull check manually? Can such feature be added?

  4. I've latelty been stress testing the engine with scenes that have around 50000 identical boxes cloned with CopyEntity.

    Even though I turn every entity's occlusion mode to 0 with EntityOcclusionMode and set OcclusionCulling(0) my world render time is 78ms of which entity cull time is 77ms. Why does the engine still do culling? Are entity culling and occlusion culling different things?

     

     

    Edit: ok, so it seems entity culling means "detecting whether an entity intersects the bounds of the camera frustrum".

     

    Is it possible to group entities so that only one check is made per say 100 specified entities? Or can this checking be disabled for specified entities?

  5. I was able to get CEGUI working and it was pretty simple. I had a project to strip down CEGUI and make a single dll and include that would make it much easier to work with for LE users, but it turned out to be a giant pain. Getting it to work as it is wasn't bad though.

     

    Any chance you could zip a working c++ template with CEGUI dlls included ;) ?

  6. You can do that with the Editor. If you want to make it so that players have the same type of entity placement (like in RTS games) you have to code it to your game.

×
×
  • Create New...