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Ubermeowmix

Advice on multiple object creation

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Coming at C++ and directx 11 from a newbies point of view I wondered if you guys would lend me a little experience and advise on which outcome would be the best thing to attack.

 

When dealing with large numbers of objects each with their own values updated every frame, what should I use to track them that will give the greatest control without loosing performance through thousand of calls and/or checks.

 

I'd say that there will be around two thousand 'entities' on screen at any one time. Not especially with massive polycounts.

 

Would love to hear your thoughts on the subject.

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Take a look at instancing if there are 2000 entities using the same geometry. Otherwise, if you're looking for general graphics advice, I'd look into scene graph design in combination with octree spacial partitioning.

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I'm only a hobby programmer but I found when drawing (for instance) a landscape, it was far more important to access my object graph using a key indicating the resources they required rather than spatially. This allowed me to make maximum use of hardware instancing and cut my number of effect transitions/parameter changes. I suspect your object graph actually needs more than one index into it - spatially for culling, possibly time based to allow for round-robin updating of properties, and resource based for efficient rendering. Sounds like an indexed heap to me.

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