About the LOD Gadget.
Posted: 23 Jan 2008, 02:18
So, Trepan... I may have something worth using it for, finally.
I have objects in the 2K+ tricount range, that I'd like to reduce to, say, about 500 at a distance. They have 80+ Pieces that need to be tracked accurately, for position and rotation.
I was thinking about doing this with a global signal via LuaCOB, that would tell the objects to show / hide a bunch of the less-important details if the players' cameras were all > somenumber Y, but I thought I'd investigate this option as well. What's more efficient? And, if I do this through Lua, where's some source to look at? Again, we're not talking a fast-swap of one giant mesh, but a whole bunch of sub-operations- it's going to involve a fairly substantial amount of code. Is there any elegant way to handle this with sufficient speed? Or do we need some third solution, like embedded LODs within something like S3O, before this is more than a pipe dream?
I have objects in the 2K+ tricount range, that I'd like to reduce to, say, about 500 at a distance. They have 80+ Pieces that need to be tracked accurately, for position and rotation.
I was thinking about doing this with a global signal via LuaCOB, that would tell the objects to show / hide a bunch of the less-important details if the players' cameras were all > somenumber Y, but I thought I'd investigate this option as well. What's more efficient? And, if I do this through Lua, where's some source to look at? Again, we're not talking a fast-swap of one giant mesh, but a whole bunch of sub-operations- it's going to involve a fairly substantial amount of code. Is there any elegant way to handle this with sufficient speed? Or do we need some third solution, like embedded LODs within something like S3O, before this is more than a pipe dream?