Quote from: EgonOlsen on September 22, 2010, 09:21:43 PM
I think the planes created by the Primitives class lie in the xy-plane. I'm not sure though...just try it.
The boxes that Primitives creates aren't that great, because they are rotated 45° and have no proper texture coordinates. You are better of with one done in a modeller or in code. Take a look at my game Robombs. It should contain a box model iirc.
About the object count...well, i assume that not all objects are visible at a time? In that case, i suggest to work with (potentially) visible objects only, i.e. don't create all 1000+ but maybe just the next 100 ones or similar. I prefer to load a static blueprint once and clone that if a new instance is needed. Again, this can be seen in the Robombs sources. Another option is to use an object pool. I do this on Android to minimize garbage collection. On the desktop, this is no issue though.
Funny that you mention it, I was actually going to steal the Robombs 3ds
However, while I understand that for performance reasons a static modeled 3ds baseline world is optimal, I really can't do that: what I am essentially trying to create, for lack of a better way to explain it, is something like the lego game, where the actual world is made up of blocks as well as potentially the environment.
However, these blocks are uniform, and don't have a hell of a lot of variety at least as far as graphics performance is concerned, I would love for you to expound on the object pool concept, because I am sure there is some way to optimize this particular scenario since the objects, while numerous, are very simple polygons and not particularly varied in texture, and I'm guessing an object pool would be something where you have a set number of objects (say 32) that you can redeploy throughout the world with optimized technique.