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Game Optimization
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Enter the missing letter in: "Internat?onal"
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[quote][b]VP[/b] wrote: From what I've read, I think if you use the coppercube terrain, rather than a mesh, the engine culls the terrain automatically. 2- Then if you child your static objects to the terrain, it will cull them automatically too. 3- Try to merge multiple textures into one wherever you can as multiple textures on single models require more draw calls each frame. 4- Then one final thing is to clone all your static meshes as "animated mesh instances" (using coppercube's right-click menu) to render them more quickly than static meshes. In practice, this sped my game up hugely from a crawl to something quite speedy. I've also sometimes noticed huge differences in game frame-rates between certain model types (especially if I apply dynamic lighting and the built in "rotation" action... Sometimes FBX models slow my game down, so I convert them, to either .x (for animated models) or .dae for static and they work properly again - other times, FBX works just fine. Robo has been experimenting lately with single-mesh terrains. He has a few videos up with some ideas - and other users recommended lowering the poly-count of models - I managed to "decimate" my models by up to 90% in some cases and around 50% on average without much noticeable difference - although it can take time to swap all the models and apply the textures again. Polycount and lower texture-count of models seems to affect game-speed much more than individual file-sizes of models and textures but if you use the built-in terrain editor, I think the density of the mesh and the size of each terrain tile is the main thing to consider. So, ultimately, maybe consider experimenting with using a flat "built-in" coppercube terrain with a manageable amount of grid tiles, then place/child your split mesh solid terrain ontop to the coppercube terrain, to make the coppercube terrain cull your static model. One thing to consider with Coppercube terrain editor is that the Position and size of the terrain cannot be adjusted after creation.[/quote]
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