Hello , I am trying to make a simple game/application where the user can click cubes to remove them and make a model. However I am experiencing EXTREME lag issues. I think this is because the game engine is rendering the non-visible cubes even though the user cannot see them. I will post a link to my .blend so that you may understand what I mean:
So my question is, is there any way (with or without python) that I can make it so that the only objects rendered are the ones that are directly visible to the camera, to reduce the lag.
I would be extremely grateful to anyone who could provide help (of any kind) to me.
I believe occlusion culling is what you are talking about. Use this link to help. If you can’t find out what you need at that link, then I’m sorry. I can’t help further. But I hope I helped!
I know this is a topic for another thread, and maybe completely impossible, but as long as I have your attention… Is there any possible way to join the cubes as one object in the game and export them as an obj or some other model format that the user could then edit in blender?
If you don’t know or anything that’s fine too, just thought I’d ask. Thanks
Long and short is its not worth it, unless you have ALOT of time, you could manipulate faces directly, by getting verticies, even then, it’s a game in a 3d animation suite
it’s like making a working etch a sketch in gimp, cool but not productive
Actually, it’s both perfectly possible and quite interesting. I’d considered using BGE->Blender->BGE interactions to enable semi-realtime destruction. It would be a task, but a fun one.
Can you explain what mesh damage is, and what role it would play here? I am not new to blender but I am not fully acquainted with the game engine and its features just yet.