GroundUpEngine Development [7.5] Terrain Benchmark
Uploader Comments (hebronsawyers)
All Comments (22)
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@superant10000 ofcourse hehe
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@superant10000 Yeah man I think that the fps is really good and everything, I was just saying that the map itself was kinda bad for most types of game lol. Unless it's like 1:500 scale O_O
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@superant10000 I hear ya dog, but I'll "splain" to ya!
With around 60 fps, your movement is SMOOTH on my Engine. I'm recording this insane benchmark which a screen recorder at the same time as moving around, so my computer was freakin' out just a little... 1-5 Fps-ish
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Unless this is a stationary artillery game, the map is a little... erm...
Hard to navigate?
If you wanted a player to walk around in that , you would end up very dissappointed with the feedback. Just sayin.
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@1dantheman100 hehe, Thanks!
Ok basically if I draw the terrain normally ->
- I have to use new data for the polygons every frame
- Which is painfully slow when I have say.. 1m faces
But with the OpenGL VBO's (Vertex Buffer Object) ->
- I can save all the data for the polygons I need to draw later once
- Which means when I have 1m faces, the full power of one's computer can be focuses on drawing the terrain and not handling the colossal amount of data, in other words... Sexy Time! :D:D
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k. your godly lol. 1m faces? please explain
nice work hebron, i do have 1 question about the wireframe(and dots?)
do you have seperate vbo's for them?
since changing the GL_TRIANGLES to a GL_LINE* creates ugly graphical glitches
remco138 1 year ago
@remco138 Noooo way, thats overkill bro..
Calling function - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GL_FILL is default and everything is rendered normally, GL_POINT is everything rendered just points and GL_LINE is lines. Easy eh? I believe others use this technique too =)
hebronsawyers 1 year ago
dude how did u make ur opening?
Acefangamestudio 1 year ago
@Acefangamestudio Trial version of Adobe After Effects CS4 :P
hebronsawyers 1 year ago