Ticket #419 (closed enhancement: fixed)
Improve Instance culling technique using a quadtree or something similar
| Reported by: | prock | Owned by: | FIFE |
|---|---|---|---|
| Priority: | highest | Milestone: | 0.3.2 |
| Component: | engine/core/view | Version: | trunk |
| Severity: | major | Keywords: | view, performance, framerate |
| Cc: | klaus.blindert@… | Time planned: | |
| Time spent: | Time remaining: |
Description
The more instances you have on a map the more the framerate suffers. We need to implement a new culling technique to sort and cull instances that do not exist in the view area.
Discussions and a profile can be found here: http://forums.parpg.net/index.php?topic=570.0 and some more discussions here: http://logs.unknown-horizons.org/%23fife/%23fife.2009-Wed-22.log
FIFE currently uses a quadtree to sort instances for instance selection. Why not make use of the quadtree for rendering also? Perhaps a new data structure is in order.
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