Feature request > 3D

3D Performance - How much polygons are possible?

<< < (2/2)

Unreal Engine is very optimized (two decades later and all versions) but Unity Engine not really (or poorly optimized).
GLBasic's engine is simple and can therefore be easily used on multiple platforms, but it is also optimized. For example, it uses a frustum culling optimization.
But as Dreamerman said, the "Level Of Detail" is particularly lacking (although it's not too difficult to do it yourself with code, but your code may not be cross-platform anymore).

In fact, GLBasic's greatest strength (in addition to being cross-platform) lies in its INLINE function and its ability to use external DLLs.

Ah, hm, not sure if I saw that library earlier, but no working download for it, and it doesn't appear in more complex tutorial/code, not sure about it's status, does it work with latest GLB?
Something like this would be great, for example to put pathfinding module on separate thread. Will need to look into this later.

Thing about big game engines, or rather final games (as i don't know how many of those tricks are implemented directly in engine) they have many optimizations, and more over, specially now on consoles they are using some tricks, dynamic resolution is basic stuff now, but other most used tricks in mobile gaming (Switch/iPhone games) are skipping frame animations for distant objects, drawing them as sprites not as real 3d objects, enabling shadows only for closer objects and so on..

My advise would be to make some prototype with basic LOD for objects, specially in space based games when some objects are in great distance there is no need to render for example planet as 10k polygon sphere.. It would be really nice to see something like this here on forum ;-)

ps. thanks Moru, will check this, still GLBasic 5 sounds little old :D

Try the following project which emulates a Minecraft style world:
(This is from 2013 so it may not work out-of-the-box with the latest GLBasic.)


You can change the world size (x, y, z) to test the limits of GLBasic.

I don't think it has a poly count indicator, but should be easily added if needed.
A global variable incremented in the AddQuad function should do it.
(It's a shame this wasn't turned into a game.  Hey, the code is freely available to anyone to modify and create something real.)


[0] Message Index

[*] Previous page

Go to full version