Hi everyone,
we are currently working on a top-dow 3d fun racing game for our website. We (now) use Away3d Gold and awayphysics. You can see the actual state here: fun racing game
3d is a new topic for us, so there are still a few points which are not really clear and I cant´t figure out how much and what kind of possibilities for optimizing performance are left.
The game is running smooth on good Hardware, i.e an intel core2duo 2,4ghz with a 512 mb graphics card.
I know the models we are using are not perfect at this state, but they will be improved. Till we have our own car ready, we use the one from the vehicle demos for testing. Although i even think this is not the best one for performance
At the moment every mesh has it’s own texture, incl normal and spec maps in most cases. But i wonder, if i remove the lightpickers from the materials, (the light button in the demo) there is no such change on performance as i suspected from a lot of threads i read.
Another point is to reduce the number and accuracy of collisionobjects, now the most are built out of AWPBvhTriangleMeshShapes. Think this is not the best solution and we can circumvent this by adding only basic collisonshapes to the parts that are overlapping the track. It would be nice to drive freely around through the hole scene, but in terms of slow computers it would be better not to let you drive offside the road.
Sometimes i think there are some basic mistakes because i guess it should not be this slow on some deices. And, if you look around, there are a few 3d games that are very fast in comparison to our work.
Hope you guys can give me a hint on which part i should look again. If you need to have more infos about whats going on in the code, i’ll give it to you. Don’t want to post multiple pages here with our code.
Here again is the link, btw q=reset, p=brake, cursor=steer and accelerate, space=brake
Thanks for reading