Thanks for your help guys, I really appreciate it!
Better FPS with high-poly terrain
Update:
I randomly thought of a method that allows me to create a short list of faces to test intersection each frame, instead of testing all faces in the terrain(O(N)) on every frame.
With my method, I was able to narrow down the amount of intersection tests from the original 33000(all terrain faces) to ~100 each frame, which is quite manageable and resolved the FPS issue.
In computational complexity, I was able to reduce intersection tests from O(N)->O(sqrt(N)).
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