Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Boosting #6

Open
Viile1 opened this issue Sep 17, 2018 · 3 comments
Open

Boosting #6

Viile1 opened this issue Sep 17, 2018 · 3 comments

Comments

@Viile1
Copy link

Viile1 commented Sep 17, 2018

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 👍 How many days did you cobe project?? Are u freelancer?

@Viile1 Viile1 changed the title Boost Boosting Sep 17, 2018
@NadirRoGue
Copy link
Owner

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.)

@Viile1
Copy link
Author

Viile1 commented Sep 17, 2018

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?

@NadirRoGue
Copy link
Owner

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 (function initTrees()). 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 function initialize(). 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, function initialize(). 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 variable worldRenderRadius (line 14)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants