Adam-Poppenheimer / Civ-Clone

1 stars 0 forks source link

Multiple meshes on HexMesh #547

Closed Adam-Poppenheimer closed 5 years ago

Adam-Poppenheimer commented 5 years ago

As it stands, there are lots of different HexMeshes that are likely to exceed the vertex maximum of individual meshes (rivers, culture, and roads at the very least). Modify HexMesh so that it can split its vertices into multiple meshes automatically, plus make use of object pooling of meshes.

Reason for score: This should be a fairly straightforward change to HexMesh, plus a removal of similar behavior from MapChunk. I don't expect it to take long.

Adam-Poppenheimer commented 5 years ago

Took ~10 1/2 pomodoros to complete.

In order to solve this issue I turned to object pooling on my HexSubMesh class. That caused me to turn to object pooling more generally, which ended up taking a fair chunk of time.