@Fernando, yeah I didn't think anything could be done due to limitations of the overhead of Rad. I just did a test in my 3rd person shooter by just adding the another player so I had an extra 60 obhects, extra bodies,shadows,joints etc... and by adding this one extra player charactor bringing the total to 210 objects, frame rate was horrible, due to as you described all the behind the scenes stuff. the overhead is too much for a game like I want to make with ragdolls etc... as I've had 25 ragdoll's worth of objects not to mention weapons etc.. in 3Impact and it doesn't flinch so this is the trade off I suppose for makeing 3drad. which is great but I see now that it just isn't good making bigger games.no one to blame there it's just how it is.
if 3Impact had all the imposter features and the view/projection matrixs I'd be able to go back no problem but those extra features is why I decided on rad and it's similarity to 3Impact and ease of scripting.
well that looks like it for me...wish everyone the best and thank everyone who helped me out. And Big thanks Fernando for all your effort that you put out everyday to help the community it's truely inspirational. cya everyone.
Im not sure this happen only with skinmesh but I think is more related to objects, no matter what kind of object.
@loop, yes I found this also.
agree... I'm optimizing my game by this way: "less as possible". And now I'm getting great results... levels with 150/200 objects made some time ago can be done with only 40/50 objects now.. the secret: game design. I.e., you can do a complete game with only one or two textprints, if you design your game thinking on that...
@psikoT, I've optimised(and am using bare minimum objects) as much as possible though for what I want to achieve, 3drad can't handle it, 3Impact
can but the overhead in rad prevent's it, unless I cut out the things that make it interesting. It's not the end of the world but I'm glad I understood this now before I did any more.
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Gene, do you need all 300 skinmeshes in the rendering window at once, or just 10,20,30 of them ?
I was just thinking that in my treeLOD and unlimted flight terrain I use imposters and check if iSphereVisible on imposter location, if not stay hidden (uses no proscessing power). For regular skinmeshes you should be able to do the same using an array.
In my current unlimted terrain project I create 6000 imposters, most of them are always hidden.
PS! Skinmeshes and imposters outside the rendering window uses processing power, hidden ones does not.
So my best tip would be to use iObjectHide/Show or iObjectImposterHide/Show on every skinmesh or imposter by testing if iSphereVisible, this way you can handle thousands
@shadmar,great Idead there shad, but it's not just the skinmeshes it's all the other objects working aswell as them and with them.
even though I'm not useing any imposters, I tried hideing 90% of all visuals and it was still juttering all over the place as if nothing had changed. as for needing all 300 skinmeshes, no but 300-400 objects yes. it's really the combination of the two.