≡
Products
▼
Support
▼
Company
▼
Forum
Ambiera Forum
Discussions, Help and Support.
Create a new account
,
Search
, or Login:
Create reply in
CopperCube Performance
Posted by:
(you are not logged in)
Enter the missing letter in: "Intern?tional"
(you are not logged in)
Text:
[quote][b]Alireza[/b] wrote: [quote][b]Robo[/b] wrote: [quote][b]Alireza[/b] wrote: Thanks Robo. But the main problem is RAM and memory, if we have, for example, one million polygons, how much memory will be occupied? (both in Windows, and in WebGL and Android)[/quote] I found that the number of polygons in memory was not that much actually as its just data like in an array or something so if its not being drawn on screen then doesnt use much memory at all. This is why almost all high performance engines use LOD's with multiple versions of the same mesh to run one of them at a time with 3 to 4 of them typically of all large meshes so not a problem really for memory.[/quote] But I already tried it once on the phone. I created two scenes for the game. In the first scene, I put a very light mesh (about 10k polygons) and in the second scene, a mesh of about 700k, with a simple texture. When I ran the game (scene one was the default), I got an out of memory error while the second scene hadn't run yet. The next time, when I deleted the second scene, the game ran without problems. I guess there are two issues. 1. At the start of the game, all scenes are stored in the memory. 2. If we have a mesh with a large number of polygons, the memory will overflow. Maybe the memory behavior is different in Windows and Android. I am not sure .[/quote]
Possible Codes
Feature
Code
Link
[url] www.example.com [/url]
Bold
[b]bold text[/b]
Image
[img]http://www.example.com/image.jpg[/img]
Quote
[quote]quoted text[/quote]
Code
[code]source code[/code]
Emoticons
Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact