Static geometry - 10X+ performance increase
This is still an experimental change.
Only supports webgl2 and non-worker animation (no need to use worker animation for static geometry.)
Optimizations are done for static geometry, such that data transfer is minimized between CPU and GPU, this lowers the performance requirements for both the CPU and a large performance boost.
Currently, with one object and static geometry, all the instances of the object set to static geometry will render the same model.
Instance models will likely not work with this version of static geometry (yet, I will look into this.)
Please try it out and benchmark and report results.
To see this in action tryout this example, you can add models, delete models, turn off an on static geometry and change FS quality.
https://kindeyegames.com/stat07 (may take a while to load large models, plz be patient).
Since this is experimental, there may be issues with mixing other C3 objects with 3DObject and static geometry. If you see an issue, please comment and send a test project which reveals the issue. I use https://sendgb.com to share files.
Files
Get Construct 3 3DObject Plugin
Construct 3 3DObject Plugin
Construct 3 3DObject, loaded from 3D model files (gltf embedded format)
Status | Released |
Category | Assets |
Author | kindeyegames |
Tags | 3D, construct, construct-3 |
More posts
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- fix (accessors) add support for sparse accessors in gltf17 days ago
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- Fix (playable Ad)55 days ago
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Comments
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This is great! I'm guessing its now better to use this for particles like orbs, instead of billboarding 3d shapes?
Getting 3 million easily btw. Which is way more than I need for a low poly game. Thanks!
I have not seen any bugs yet, but will report if I do.
In terms of using billboards vs 3dobject - at this point try and see what the results are and let us know.
Wow I only tested on my spare phone so far, and getting over 1 million on it is so good . Its a old cheap galaxy a32.