Tell me more ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture.

My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light.

Is this actually effective? And if so how much?

I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

share|improve this question
2  
If it's effective or not depends on exactly how you're doing it now vs how you'll implement it. Same goes for how much. If it's worth it or not is entirely up to you. If the current method is causing issues for you, try using instance nodes, if it works better use it. Make sure you bench mark both methods to see if there's actually an improvement. – Byte56 Sep 29 '12 at 15:16

Know someone who can answer? Share a link to this question via email, Google+, Twitter, or Facebook.

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Browse other questions tagged or ask your own question.