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I've hit a limit!

  • TAPgiles

    Unless you can actually tell there are problems I wouldn't worry about this too much.

    Thermo is the only thing that will block you from saving. Thermo is how much memory is being used, so there's a hard cap on that so that the scene can run at all. Limit warnings are just letting you know that the engine is skipping some things in the scene so that it can still run okay. And the snail lets you know there have been some frame drops. But if you can't notice those things while playing, then that's fine.

    I'm guessing you won't be seeing a ton of trees at once, and can't see that far ahead. So perhaps you could turn down the fog distance to fade out trees that are further away, and also let the engine know it can ignore stuff that's that far away.

  • AndymationB

    I imagine once you build your actual scene, and the ground becomes uneven, boulders are dropped, trees are jumbled up, etc., the line of sight will be much less linear and the game will have an easier time. Unless they're staying in a long open line like that?

    Love your camping stuff, btw. Can't wait to see the final product!

  • cgCody

    Thanks fellas. The main thing is that I gladly won't be stopped from uploading. The object culling isn't noticable. Time to double up on trees!

    Thanks Andy. Not sure I'll be done in time for the Jam, as I started late. I bit off way more than I could chew with a whole cinematic and gameplay concept I haven't even started on. Hehe

  • Pookachoo

    I don’t know if it’s even an issue, but later on, IF you notice that other Sculpts aren’t rendering and it looks bad, you could have your tree objects turned off by default and only turn on then the player/camera is within a certain range. Just to give you control over what gets culled from view. I doubt it’s going to be a problem, but just in case :)

  • cgCody

    Thanks. I might end up doing that, but with emitting/demitting just to save on memory usage anyway.

    Maybe something like view frustum culling. I think that's built into the game engine, but I could emit the tree bark sculpts only when close and in view, and let the engine handle the rest.

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