Crashing into the Performance Wall

Ran into performance problems – one of my procedural animated boxes is fast enough, but a hundred of them slows the machine to 10 fps.  Even if I turn off animation.  Which is pretty bad news, as I was planning to do the terrain from these or similar ones, and a 10×10 square terrain is pretty minimal.

I’ll see if using vertex buffer objects instead of direct rendering will speed things up, if not I may drop to the Jam and write my own lightweight scala scenegraph on top of LWJGL instead of using Sgine, or maybe just redesign my terrain approach.

boxy01

My entry is on gihub if anyone is interested, it also contains a detailed development journal (sorry about the lack of line wrapping, github doesn’t seem to do it automatically for text files).

Overall I fear I spent too much time on nice procedural models and too little on actual game mechanics..

Comments

22. Aug 2010 · 10:13 UTC
Using Vertex Buffer Objects will certainly help, I can guarantee that… :)
zzorn
22. Aug 2010 · 11:38 UTC
Initial switch to VBO:s doubled the framerate, which is not really that useful yet. But there’s a lot of copying of the mesh data still going on in memory, I can optimize that.