[LibGDX] Java Game Development Video 4 - Rendering Optimizations (stage 1)
Описание
Just like the previous video, you can see that the map is still the same old same old.
However, the frame rate and time of each frame are much better.
Previously, without optimizations, my framerate was about 12-15fps.
When I placed textures into a textureAtlas, my framerate doubled, going to roughly 30fps.
Now with camera frustum culling (only renders what is inside of the camera perspective), my frame rate is more than double (I don't know exactly how fast it is now, but it runs at a steady 60fps (that is what the fps is limited to so the game isn't running super speed).
After this, I will study how to do Octrees and various other chunk rendering methods, similar to what you see in games like Minecraft. Octrees seem to be the way to go though, they are even used in big budget AAA titles like BF3 for terrain LOD
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