Timeline for Store static environment in chunks
Current License: CC BY-SA 3.0
3 events
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| Apr 18, 2017 at 19:48 | comment | added | dsilva.vinicius | I said that you should go for the option with the best design when optimization is not worth it. That is a general rule of thumb in programming, since optimization is usually related with less manageable code. Both per chunk or global single call solutions have the drawback of coupling the environment with the terrain. You should only opt for these if the performance benefit surpass the work of maintaining these strucutres. The sync that I mentioned is a technique for thead sync, such as locks or atomic operations. | |
| Apr 18, 2017 at 10:30 | comment | added | Yontzzi | You said that if I have few chunks it would be negligible so why do I need to find better design? What do you mean by single draw call? (Do you mean single draw call every chunk which bundles the terrain and the environment?) And what do you mean by sync point? I didn't really get that. | |
| Apr 17, 2017 at 17:03 | history | answered | dsilva.vinicius | CC BY-SA 3.0 |