kurtkz
Member
Aaah, the Wakebreaker source - I remember that Like I said, I'm not an expert, but if you have any questions, feel free to ask I'm sure the others will chime in too.
kurtkz said:Mmm, after some aggressive optimization in the batching algorithm, the engine runs MUCH faster. It's amazing just how much this little machine can handle
I have noticed exactly the same behaviour (but with less triangles). You might have a look at this thread:kurtkz said:I'm testing a big-ish scene at the moment (6000 triangles), but it's dog slow (around 10fps with all optimizations). It runs fine up to about 3000 triangles after which the FPS drops drastically.
What did you change and what caused the slowdown?kurtkz said:@traylorpark: Please ignore my previous posts - the level works just fine (the 6000 triangle one too). I've reworked the batching algorithm and the frame rate stays maxed out at 60fps. The level looks awesome btw