MettaurSp
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| Joined: 20 Mar 2010 |
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| 04 Aug 2013 11:17 AM |
| A lot of builders like to use multiple small parts in a small area to create a lot of detail, and some don't really want the collisions to reflect the parts making up that detail, as the parts when heavily condensed will create lag by taking up memory in the physics engine. I recently designed some plants from PvZ that have 10-30 parts each in a small 4x4x4 area and when multiple are in use all at once, a lot of lag is generated as a result of the heavily condensed small parts. To counteract this, I have a suggestion for an update, multiple meshes rendering within a single part. This will not only reduce physics lag, but it will make moving clusters of parts much easier and improve animation feedback, and to compliment this update, a rotational offset property for meshes. With multiple rendered meshes in a single part you can move one part to move the cluster without setting up a table for CFrame offset values and moving each part in a second run through after the main part gets relocated. This will also increase efficiency with animating by allowing you to just modify the size, position, and rotational offsets of each mesh simulating the animation. Overall, animation will be improved, and physics lag will be reduced if the update were to happen. I would like to see this in a future update. |
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Treticle
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| Joined: 05 Mar 2009 |
| Total Posts: 2016 |
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| 04 Aug 2013 11:29 AM |
Put more indents and spaces in between paragraphs. This is really painful to read.
I get the overall idea [I think]
Support.
The effort into making an object move that has multiple bricks only for mesh detail... is too much. |
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CrAzYH3xD
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| Joined: 24 May 2009 |
| Total Posts: 453 |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 04 Aug 2013 01:04 PM |
| Lol, sorry about the massive paragraph. Just got carried away on how this can help o3o |
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| 04 Aug 2013 01:06 PM |
| Support, and make them all render as 1 object. |
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| 04 Aug 2013 01:38 PM |
| Support, but the text makes me remind of 3 square inch |
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MettaurSp
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| Joined: 20 Mar 2010 |
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tamoti
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| Joined: 22 Mar 2009 |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 11 Aug 2013 01:29 PM |
| Gotta bump this o3o Hard to get the mod's attention. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 12 Aug 2013 07:09 PM |
| This is why I don't like making suggestions more often, mods don't pay attention to em. |
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| 12 Aug 2013 07:12 PM |
huh i don't understand this idea support to OP |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 12 Aug 2013 08:54 PM |
| Gonna bump again to gain awareness o3o |
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| 12 Aug 2013 08:58 PM |
No support cuz I don't understand. lololoo |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 12 Aug 2013 09:10 PM |
o3o A smaller, simplified version of what I said in the OP:
Multiple meshes rendering (visible) in a single brick means less bricks and less lag (because the calculations for the physics), and more happy builders. Also a new rotational offset related property so you can rotate meshes while not rotating parts. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 12 Aug 2013 09:56 PM |
| Can a mod respond please so I know you got this? It should be as simple as implementing a small for loop around the mesh render code. o3o |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 12 Aug 2013 10:54 PM |
| So no other builders run into this problem? o3o |
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padam11
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| Joined: 11 Feb 2013 |
| Total Posts: 15774 |
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| 12 Aug 2013 11:06 PM |
Well there's one problem:
A lot of builders like to use multiple small parts in a small area to create a lot of detail, and some don't really want the collisions to reflect the parts making up that detail, as the parts when heavily condensed will create lag by taking up memory in the physics engine. I recently designed some plants from PvZ that have 10-30 parts each in a small 4x4x4 area and when multiple are in use all at once, a lot of lag is generated as a result of the heavily condensed small parts. To counteract this, I have a suggestion for an update, multiple meshes rendering within a single part. This will not only reduce physics lag, but it will make moving clusters of parts much easier and improve animation feedback, and to compliment this update, a rotational offset property for meshes. With multiple rendered meshes in a single part you can move one part to move the cluster without setting up a table for CFrame offset values and moving each part in a second run through after the main part gets relocated. This will also increase efficiency with animating by allowing you to just modify the size, position, and rotational offsets of each mesh simulating the animation. Overall, animation will be improved, and physics lag will be reduced if the update were to happen. I would like to see this in a future update. |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 12 Aug 2013 11:49 PM |
| And the problem? You just copied and pasted my whole OP o3o |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 13 Aug 2013 12:19 AM |
| Why do mods seem to reply to the strangest threads? o3o |
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| 13 Aug 2013 05:51 AM |
/**********\ | Support Post | |\_____ ____/| \______ ____/
/*\ |_| | | | |**|**|**\ | | | | |
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MettaurSp
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| Joined: 20 Mar 2010 |
| Total Posts: 3179 |
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| 13 Aug 2013 02:57 PM |
| Gotta bump again, I want this to be heard o3o |
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| 13 Aug 2013 03:06 PM |
| Putting many meshes into one part does not solve any problems. Meshes start to cause lag because they render large amounts of surfaces. Each "smooth" looking curved surface is made of TONS of little surfaces. When you are rendering lots of surfaces, you get more lag. It has nothing to do with the block count in this case, simply the fact that you are rendering lots of surfaces with lots of meshes. In the end you save only on parts, not rendering work. The physics saves are minimal at best. |
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