Friday, May 23, 2014

More construction optimization

Things are going well for us.
We have most of the 50+ page report on this project written, and the project itself is starting to look good.

We have started trying to figure out the maximums of our different implementations. The most limiting one is that we rely on one mesh per level, and the vertex limit seems to be around 64k vertices per mesh. Our meshes do not currently do rectangular vertex reduction, or any other sort of vertex reduction for that matter, so we decided to do a small optimization before even setting up the mesh: If the algorithm detects a dead area, an area that is a wall and is surrounded by walls, it no longer places anything there. This frees up quite a bit of space in that 64k limit.

Here is a visual aid, the "blank spaces" used to be filled with solid black meshes. In-game they will still get filled with the background solid black:

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