Rendering of s3o vs. 3do
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Tristrips are an optimization for the data. Sending a model poly-by-poly is very inefficient and eats graphics bandwidth. In a tristrip you send much less data to form the same mesh. AFAIK neither OBJ nor 3DS uses teristrips since they are meant for applications and easy editing, not fast rendering. As such either Spring or the 3do/s3o compiler (Upspring) would have to do the tristripping if you don't want to waste almost 3 times as much bandwidth for geometry.
I did a test last night, where I looked at some of the issues. I built a simple patrol setup that garanteed multiple collisions and traffic tie-ups, and put a couple of hundred units into the mix.
What I found may explain a lot of things. Basically, large S3Os, such as my Square Rooks, generate a very large simtime load when they are in proximity (iow, when they're pathfinding around each other).
What I think I'll do is shrink everything down by a quarter (sort've an Epic version) and see what transpires.
What I found may explain a lot of things. Basically, large S3Os, such as my Square Rooks, generate a very large simtime load when they are in proximity (iow, when they're pathfinding around each other).
What I think I'll do is shrink everything down by a quarter (sort've an Epic version) and see what transpires.