Right now I am just testing the efficiency of the rendering code with thousands of instanced objects, and half of them being updated individually in rotation and position in each frame. There are over 770,000 polygons in the scene. At 854 x 480 resolution, my ATI HD 4650 card runs it at a reasonable 87 frames per second with all objects in view.
Currently, the engine is capable of hardware instancing, and frustum culling per instance. Which means only renders objects that fall into the camera’s view. No further scene optimization has been done yet.
In a future post I will go more in-depth on the components the engine currently uses. Meanwhile here’s a cool picture showing part of a scene of 4000 instanced objects.
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