Hi,
is possible create strategy game in away3D, because if I have on scene 200objects FPS go rapidly to low.
Is there any special proccess how create many “units” in strategy game without low FPS ?
Thanks for reply.
Create strategy game in Away3DSoftware: Away3D 4.x |
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Rayen123, Member
Posted: 08 February 2012 12:29 AM Total Posts: 70 |
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theMightyAtom, Sr. Member
Posted: 08 February 2012 12:18 PM Total Posts: 669 [ # 3 ] Are all 200 objects animated meshes or something?
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Rayen123, Member
Posted: 08 February 2012 01:02 PM Total Posts: 70 [ # 4 ] Hi, createScene only initializing and prepare away3D scene, generateScene only generate 3D array, and renderScene add cube to scene File Attachments source.txt (File Size: 12KB - Downloads: 589) |
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inSertCodE, Sr. Member
Posted: 08 February 2012 11:40 PM Total Posts: 105 [ # 5 ] First obvious question but I need to ask. The comp that you are making the test has 3d rendering support with Flash 11 right? Because if you are testing in software mode don’t expect anything more than few models and no light to work flawlessly. Second, strategy games have many units. Your models should not be more than 400-800 polys and you should avoid using light on their textures. Instead make some good quality textures with static shadows painted on them. Browse through as many pages as you can. There are some pretty good low poly model examples.
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Rayen123, Member
Posted: 09 February 2012 10:44 AM Total Posts: 70 [ # 6 ] Hi,
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inSertCodE, Sr. Member
Posted: 09 February 2012 01:16 PM Total Posts: 105 [ # 7 ]
That’s understandable. But, as I said before, calculating light on that many objects is consuming (although I wasn’t expecting that it will choke for you on 200 cubes but on more complex models sure). You can add the light on the floor (terrain) so that your cubes (units) cast shadows on it but most of the 3d strategy games I’ve played don’t use lights on the units. Instead they use per-calculated shadowing or have the shadows drawn on the texture (defuse). *I’m not talking about the very latest games here* So if you don’t use light on your unit (cubes) texture I’m sure it will run at full fps. ...beside everything I would take a look at the optimization again, because as I said 200 cubes with lights shouldn’t be a problem like more complex models.
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