Revolutionary-Games / Thrive

The main repository for the development of the evolution game Thrive.
https://revolutionarygamesstudio.com/
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Try if instancing editor hex meshes gives better performance #2003

Open hhyyrylainen opened 3 years ago

hhyyrylainen commented 3 years ago

Once you have a lot of editor hexes, probably more than a couple of hundred, the game slows down a little bit. I saw in Godot that there's a mesh instancing support so it would be interesting to investigate if that improves performance. If this does improve performance then it also should be investigated if organelle meshes could be instanced as well.

Nunez2196 commented 3 years ago

If you mean Multi-Mesh, yes that would be faster because it only uses 1 Draw Call to make multiple meshes vs using individual Draw Calls for each item. (If I'm understanding what I've read about it correctly.) I think the catch is every mesh instanced must be exactly the same (which makes sense) but, I'm not entirely sure.

hhyyrylainen commented 3 years ago

That's my understanding as well, there is a limitation that the mesh needs to be the same, but depending a bit I think some rendering engines will allow different materials / textures on the mesh. Even if Godot doesn't allow that, we'd just need a couple of draw calls to draw all the placed, invalid, and hovered hexes.