Million poly modes are not used in games for that reason. You can utilize batching, which (if I understand correctly) doesn’t use the full set of data for each spawend instance, but rather references the original, which immensely cuts down on power needed for these objects, UE4’s foliage system works that way.
Normally you go in and say something like “We have 3 detail levels: High-Res (Player), Medium (important objects), Low (Bags of chips, props)”.
Then you go and put polycount limits on that, usually something between 20 and 60.000 polys, depending on the size and importance of the object (typical player model á 2020 is about 45.000 tris for a regular game).
In the end you try to keep the performance up by using LODs for both textures and objects
That’s not a software problem, that’s hardware, and the main reason why game-dev is about 50-80% optimizing your resources. Keeping a fluid experience demands a lot of tweaking in more complex scenes, but that’s the same in every Game-Engine
It’s some issues about Blender editor only (that’s nothing related to Upbge performance or game optimization techniques ), it’s more how Blender editor can handle million polygons models.
Upbge can’t do anything as this is not related to it.
I edited to make it more clear
It’s not related to Upbge 0.3 directly, but it can be good to make aware about possible issues people could have when trying to work with millions polygon models and high rez textures level editing for use with Upbge.
BTW Upbge can handle million polygons just for testing purpose, it runs very smooth
( more details in that thread Rogue Squadron (Upbge 0.3) )
Make a new collection with it’s own HUD camera and HUD objects, then in logic bricks add a “Collection” action with mode “Add overlay collection” and poiting to your camera HUD.
HUD object can be manipulated by code or using timeline, as you prefer.
any idea why it does not undo at exit ? on camera when i hit p then esc it wont undo at exit. after i press p the second time and esc, it does undo at exit. if you check the parent lines on viewport, the lines are stuck on in game positionstest character2.blend (718.5 KB) test character2.blend1 (700.3 KB)
Upbge 0.3 does not support SetUV() ?
This code works, but the texture seems not moving ?
speed_x = 0.1 # speed by which the coordinates are moved
speed_y = 0.0 # speed by which the coordinates are moved
mesh = owner.meshes # access the mesh of the object in question
v_array = mesh.getVertexArrayLength(0) # how many verts are there?
for v in range(0,v_array): # go through the uv's of every vert
vert = mesh.getVertex(0,v)
uv = vert.getUV()
uv += speed_x # change the uv coordinates. uv = x, uv = y
uv += speed_y
vert.setUV(uv) # get the game engine to notice the change!!
Can we use object parameters in the shader editor ?
Another working way is to use UVWrap modifier, and move the “To” object to make UV move.