Hi Rich, If you are planning on showing the whole level, it should be better as one obect, because then you won't have duplicate vertices where the "tiles" meet, and should be less work to do (uv mapping etc) than a lot of tiles.
Everyone's case is different, I am sure if you play around a bit you'll uncover some optimization tricks and insights! :) Best, -Pete On Sat, Mar 14, 2009 at 3:59 AM, Richard Davey <[email protected]> wrote: > 2009/3/14 Peter Kapelyan <[email protected]> > > >> 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). >> > > Thanks Peter, > From your experience which approach is Away3D faster at dealing with? The > large "single model" approach, or a tiled solution? This is purely for level > geometry. I would definitely pool and re-use scene objects (crates for > example). > > Cheers, > > Rich > -- > PHP: http://www.corephp.co.uk / Zend Certified Engineer > AS3: http://www.photonstorm.com / Full Gamer Alchemist > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
