Batching Dynamic Objects

odyeiop

14-03-2007 21:32:31

I noticed that in the CellFactor demo they batch they're objects, which obviously helps the frame rate. I was wondering if there is an already available way in NxOgre to batch dynamic objects.

One of my levels has a lot of crates that can be shot around, and destroyed, with the pieces still being shootable. It runs pretty smoothly, but once I start using Bloom and a bunch of particles it starts to chug.

So is there an available way to batch objects?

betajaen

14-03-2007 21:45:08

Not of the top of my head. I think it's down to the number of scene nodes and entities than the number of Actors. Ageia has made PhysX pretty efficient on that part ;)

For particles and non-game play objects, you could move them to a FXScene and put them on iterator that takes less time to do - but less accurate, and only update it every 2-3 frames.

One thing I can suggest is try using the instance demo that was made during the last Google Summer of code. I've been meaning to getting around to it and see if it can be adapted or used with objects that move around a lot, unlike the static meshes shown in the demos.

The latter hasn't been tried out yet, but may be more useful in the long run ;)

syedhs

15-03-2007 05:37:12

Yes, if you have lots of similar bricks which moves around - better give instancing a look. For your case, it is quite a plug and play. Okay maybe not plug and play (or rather pray), but the bulk of job in instancing has been done for you :)