NickelSilver / Project-Cold-Iota

CSCI232 Group #4
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Severe Performance Loss when Rendering NPC's #2

Closed NickelSilver closed 9 years ago

NickelSilver commented 9 years ago

PyOpenGL isn't exactly the fastest pony at the racetrack. Instant rendering of polygons (e.g. GL_QUADS), even small ones, slows down system considerably. As such, NPC objects need to be converted to Vertex Buffer Objects (VBO's). I will implement this as soon as I can wrap my head around it.

dre576 commented 9 years ago

please send me the slides

On Wed, Oct 22, 2014 at 2:17 PM, NickelSilver notifications@github.com wrote:

PyOpenGL isn't exactly the fastest pony at the racetrack. Instant rendering of polygons (e.g. GL_QUADS), even small ones, slows down system considerably. As such, NPC objects need to be converted to Vertex Buffer Objects (VBO's). I will implement this as soon as I can wrap my head around it.

— Reply to this email directly or view it on GitHub https://github.com/NickelSilver/Project-Cold-Iota/issues/2.

NickelSilver commented 9 years ago

VBO's turned out to be less beneficial than expected. However, I managed to create a successful workaround by adjusting the frames each movement takes and the distance covered per frame based off of the number of NPC's.