Initial findings.
I gave the irrlicht engine a full lyposuction. Removed all of the modules that I thought I would not be using, like those dozen mesh formats, a dozen image formats, keeping only the 3DS mesh format and created the compressed png loader for the iphone. Next step would be to create a pvr texture format. But before that I ran a few tests. I rendered a 100 cubes in the wireframe mode with just vertex colors. What did I find?
Sadly, a meager 20fps. I found the total number of primitives that were being rendered were 1242. 1200 for the triangles and the rest for the text which I used to render the framerate and the primitive count. Now today I will do some more tests using the cpu sample that comes with the sdk and see which are the bottlenecks in the engine.
Will post the results soon.
Sadly, a meager 20fps. I found the total number of primitives that were being rendered were 1242. 1200 for the triangles and the rest for the text which I used to render the framerate and the primitive count. Now today I will do some more tests using the cpu sample that comes with the sdk and see which are the bottlenecks in the engine.
Will post the results soon.
Labels: irrlicht iphone ipod touch game development 3d engine oolong cocos2d

0 Comments:
Post a Comment
Subscribe to Post Comments [Atom]
<< Home