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 - SDK V1 only
Construct 3 3DObject Plugin - SDK V1 only
Construct 3 3DObject, loaded from 3D model files (gltf embedded format)
Status | Released |
Category | Assets |
Author | kindeyegames |
Tags | 3D, construct, construct-3 |
More posts
- Congrats to dev Bilge on new game release!10 days ago
- Add ACES: disable/enable all nodes23 days ago
- fix opacity and color for non 3dobject renders24 days ago
- Fix opacity and color tint for static geometry and gpu skinning24 days ago
- Complete uniform caching for worker mode also36 days ago
- Add back uniform location caching (speed up render)36 days ago
- Fix - gpu-skinning, worker mode w/ non-skinned nodes37 days ago
- Crash fixes38 days ago
- Add basic Draco (mesh compression) support39 days ago
- Fix vector color for models with vertex color47 days ago
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.