If you are dealing with a side scroller or third person type game you might
want to go with a tile based solution, where parts of the level are only
shown as you enter those sectors.

If you are dealing with a fps type game, fog might help you out (such as the
greenplanet demo). The fog would show only whats close to the camera.

Another possibility is to reuse any parts of your game, if you have 100
crates and only 20 max are shown at a time, make only 20 crates and move
them into place as you enter those areas. Reuse, Recycle, Ram usage.

In general I don't think the total amount of objects you use matters much,
unless they are all seen at the same time. Just keep a close eye on the RAM
usage, that should tell you whether your game is getting out of hand or not
(mostly to do with textures).

Hope any of this helps
-Pete

On Fri, Mar 13, 2009 at 7:48 PM, Richard Davey <[email protected]> wrote:

> Hi,
> I've been playing with Away3D and am totally impressed at what it can do.
>
> I have a few simple questions I wondered if someone could help with?
>
> What would be the most efficient way of creating a 3D game level. I'm aware
> the level needs to be kept small anyway, but I'd like to know if you think
> it'd be better to build it as one single object (that the player is placed
> inside) - and let Away3D cope with culling and whatnot. Or would it be more
> efficient to chop it up into "pieces" and build the game level in code (ala
> Lego) as the player moves around it?
>
> Obviously with either route I would be extremely careful not to have too
> many polys in the scene at any one time. But I just wondered if there were
> any benefits to either approach? Will Away3D have a harder time processing
> one single large model vs. lots of smaller carefully placed ones?
>
> Cheers,
>
> Rich
> --
> PHP: http://www.corephp.co.uk / Zend Certified Engineer
> AS3: http://www.photonstorm.com / Full Gamer Alchemist
>



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