Boosting
Opened this issue ยท 3 comments
I am integrating boost library int this project now a days maybe In the next few days add openmp, and will finish it send u bro, actual your code permutation is good. I wonder ๐ How many days did you cobe project?? Are u freelancer?
I dont remember how much time I employ doing it haha, it was an assigment for a class in my master's degree. There are many things to be improved on it (memory management, both in CPU and GPU, finish temporal reprojection implementation, replace current basic shading model with PBR, improve some parts of the engine architecture, which either can be done better or are simply hardcoded, etc.)
yeah yeah bro. very long :) but I have problem because my computer very slow unlimit terrain,
I wanna to limit terrain. I dont find unlimit code scene or terrain.
If you have a time, may you look project?
The terrain is rendered as a set of tiles. At each frame, only the tiles in front of the camara are rendered. Changing it to draw a static or limited world wont improve performance. If you want to relieve the computational load, I would start by:
- Reduce the complexity of the tree meshes. This can be modified in
src/terraincomponents/TreeComponent.cpp
(functioninitTrees()
). You can start by modifying the max branch depth and max branch per split. - Reduce the number of trees to spawn per tile. This setting is hardcoded in the same file
src/terraincomponents/TreeComponent.cpp
, in the functioninitialize()
. The default value is 12, lower it to reduce the load - Reduce the number of flowers to spawn per tile. As well as the previous setting, is hardcoded, in the file
src/terraincomponents/FlowerComponent
, functioninitialize()
. The default value is 36. - Reduce the terrain render radius. Currently, on each iteration, the engine is rendering some 250 terrain tiles. You can improve the performance by reducing the render radius. This setting is modified in
src/WorldConfig.cpp
, modifying the variableworldRenderRadius
(line 14)