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Le 2010-06-14 18:12, SharkD a écrit :
> What kinds of things might be the causes of all the slowdown? I've
> turned off all media and reflection and it is still abysmally slow.
>
> One major revision I've made to Chris Colefax's CityGen include file is
> that each building is now called by a macro and generated individually
> at runtime. Whereas originally a single copy (more or less) of a
> building was stored in an array and replicated/duplicated when needed.
>
> The other difference of course is that buildings now have greater
> complexity. They make use of more CSG operations and feature a greater
> number of storeys.
>
You have a "concave" geometry composed of many objects made out of
coaxyal cylinders slices. This can very easily lead to bounding problems
where most objects bounding boxes overlap each other, and are
excessively large.
Try manualy bounding the individual buildings. Try to see if you can use
some mesh.
Use simple boxes or prisms for narrow buildings and some of the farder
ones. Some/most broad buildings probably can do with only a texture that
curves instead of the actual floors.
Except for the closest buildings, don't model individual floors. A flat
topped conical building can be a simple truncated cone. The flat base
beed hiden under the ground. If needed, remove a small cylindrical part
from it's top.
Only model the interior of a building IF you look from it's inside or
take a closeup look into it. Use conditional statements, possibly based
on insideness test or bounding box test to toggle the insides as needed.
Alain
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