All Game Engines have good and bad points and the right understand of a “good practices list” is the best way to avoid traps in performance of the game. I will share a list with some tips that i had using in my works until now. if you have more please share it
- No Colision is always the faster, use it if you can
- Don’t let internal collisions unsolved, it can drop the framerate without you see why.
- Don’t use softbody. for a Physic Demo is ok, but for a final product/game, just avoid it.
- Don’t use Triangle Mesh in your “Graphic Mesh”, make a low poly “proxy” and use Convex Hull if you can.
- Don’t make copies (SHIFT+D) make instances (ALT+D) they loads faster.
- Don’t use large textures, Max 1024x1024
- Png are bigger than jpg, use that just when you need alpha map
- One Object loads faster than many objects, join all if it have the same material.
- No compressed files loads faster
- Don’t use many objects with the same material, join all if you can (you will lose the frustrum culling, is a good idea join they by area)
- Shadeless is always faster than anyone config. Try use it.
- If you can, write your own shaders, the build in Material/Node editor make a good but not too good code. It’s really dirty.
- Don’t use many lamps, One or Two is Ok, more that is painful. (all objects compute all lamps, even it is another layer or far away)
- Remove specular if you can (Set specular to 0)
- Minnaert and Lambert are fast, Oren Nayar is really slow.
- in Specular try to use Phong is faster than others.
- Avoid use Ramps
- Avoid use “Vertex Color Paint” option
- When you can set ON “Backface culling” (already ON per default)
- Use World/Ambient Color instead Hemi Light to make the Ambient Light.
- Don’t use Dynamic Shadows yet (wait for blender 2.62 and project Hamony xD)
- Just use Pulse Mode True/False when you need it, and try optimize the value of “freq”
Is that for now, anyone have more tips?
Please post here and i will update the first page ^^