Okay, so I've created these sleek-looking spaceship models for an OpenGL game that I'm going to make. To make them look sleek and smooth, I used a Subdivision Surface modifier in Blender. Hmm... 100000+ triangles.
I've managed to get the files down to the 30 to 40 thousands range (EDIT: under ten thousand, but with loss of quality) in terms of triangles though. So the file size is usually around a few megabytes.
Soon I found out that this wasn't really a problem when rendering the spaceships. However, I did quickly notice that it takes forever for Firefox to load one spaceship. And I want to load three of them, possibly more.
Chances are if I create a game that starts up with a "Please wait five years whilst everything loads" loading bar, it's going to turn away a lot of users. And I still haven't even considered loading planets, images, and a bunch of other stuff.
So now, for my questions:
- Has anybody else run into this before? Is there a generally accepted solution for this type of problem?
- Speaking of libraries, is there one that could apply the subdivision surface modifier on the models at run time? Then I could just export the model frames, which are only somewhere around 1000 triangles.
Also, any other input would be very much appreciated.
EDIT: What I've tried so far:
So far, compression looks like a no-go but I'm not sure.
method 1: zip folders: zipping the files drastically reduces filesize, but it requires a gigantic zip.js library to actually use the zip folders. So far I've been unable to get it to work, I guess the zip.js API is just way over my head.
method 2: custom compression: I've managed to make my own sort of compression system, but it's not nearly as effective and only cuts away half of the file size. Oh and it also looks like it is broken ATM xD
EDIT: just realized that the bottleneck might not be my internet speed, but rather the Collada file loading script that I'm using. (ColladaLoader.js, it's from three.js) in this case compression is definitely out of the picture.