Best performance for big level models
Posted: Fri Jan 31, 2014 1:58 pm
Hi,
My levels are a combination of a model as a "StaticMesh" and some boxes, placed as non-dynamic entities for incidental collisions, barriers and such.
Let's say I have a level model of about 2500 verticies. In terms of expected BEPU performance, is it best to leave it as one big model? Are there any benefits to breaking the model up into a few smaller models? Are the extra performance hits when models have "tunnels" or other complex concave surfaces? Any tips on making a static mesh perform better?
Also, for the number of boxes, a few levels are built entirely from individually placed boxes that are supposed to serve as collisions only. Right now, for each box, i create an entity with mass of 0 and place it in the scene. A "large" scene is built from maybe 700 boxes, of wildly varying sizes and orientations.
Is there a better way to put so many boxes in a physics space? I tried building them into ONE compound shape, using "CompoundBody" in the bepu library. However, when i did this, i noticed an annecdotal DROP in frames, which lead me to believe it performed worse then the individual boxes. Any other cool ways to "bake" a bunch of boxes for "best consumption of the physics library"?
Thanks,
Mike
My levels are a combination of a model as a "StaticMesh" and some boxes, placed as non-dynamic entities for incidental collisions, barriers and such.
Let's say I have a level model of about 2500 verticies. In terms of expected BEPU performance, is it best to leave it as one big model? Are there any benefits to breaking the model up into a few smaller models? Are the extra performance hits when models have "tunnels" or other complex concave surfaces? Any tips on making a static mesh perform better?
Also, for the number of boxes, a few levels are built entirely from individually placed boxes that are supposed to serve as collisions only. Right now, for each box, i create an entity with mass of 0 and place it in the scene. A "large" scene is built from maybe 700 boxes, of wildly varying sizes and orientations.
Is there a better way to put so many boxes in a physics space? I tried building them into ONE compound shape, using "CompoundBody" in the bepu library. However, when i did this, i noticed an annecdotal DROP in frames, which lead me to believe it performed worse then the individual boxes. Any other cool ways to "bake" a bunch of boxes for "best consumption of the physics library"?
Thanks,
Mike