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- Evilreaver posted:
- < Any explanation is gonna get out of layperson-land after a step. Suffice it to say that the code for rendering creatures is bad to the point of disgrace. >
- I don't think it's that hard to explain. When you're building a 3D engine, you want to do everything in large batches:
- code:
- < Setup; A HUUUUUUUUUUUUUUUUUUUGE list of crap in the world; Finish.>
- This is because setup and finish are expensive. What they've done is:
- code:
- < Setup; One thing; Finish.
- Setup; One thing; Finish.
- Setup; One thing; Finish.
- Setup; One thing; Finish. >
- ...
- So you spend a lot of unnecessary time messing with small objects, leaving your video card's umpteen bajillion processing units largely idle while the CPU is sweating pumping out one thing at a time. Add to the fact that the actual math being used is itself grossly inefficient, and you have a recipe for crap performance in a game that has roughly the same number of polygons as one TF2 gun.
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