Hi!
I have a similar case as in “20_HugeObjectCount.” I have many boxes, but I need to be able to move them, and delete just like in Minecraft, and be able to dynamically change the color or texture of some boxes. With a large number of boxes (eg. 10000) and 3 viewports, greatly decreases my performance. How to optimize it? Boxes for now have no texture, just the color (diffuse). Grouping them as “20_HugeObjectCount” causes that depending on the camera position, boxes instantly change color to pale. I’m not sure what is the reason. How to best optimize it with such a large number of objects to be able to move, delete, and change the color or texture?
Thanks in advance.
[SOLVED] Moving and deleting huge object count
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Don’t attempt to do MineCraft with individual block objects. Instead have custom code which builds a mesh from the visible edges of your world. No generic-use 3D engine is going to do MineCraft with acceptable performance when each block is an individual scene node / renderable object.
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Hi,
Could occluding be suitable/helpful in this case? In order to not draw boxes which are at the back. Is somewhere info how to use the occluding, maybe some example?
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Occluding may be helpful. However, it won’t help to render 100k boxes with acceptable performance.
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In front will be about 3-5k visible boxes, rest of them will be behind and should be invisible. Is somewhere info how to use the occluding? maybe some example?
Thanks in advance.
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Built-in occlusion is just some flag in settings, so it’d be easy to enable/disable it.
However, you shall understand that neither occlusion nor anything else will help you draw scene with 100k cubes with acceptable performance.