Differences
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tipsandtricks [2019/08/28 20:10] – created admin | tipsandtricks [2019/10/03 14:08] – [Threading] admin | ||
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Use as few bones as possible. | Use as few bones as possible. | ||
- | A bone hierarchy in a typical desktop game uses somewhere between | + | A bone hierarchy in a typical desktop game uses somewhere between |
==== Polygon count ==== | ==== Polygon count ==== | ||
The number of polygons you should use depends on the quality you require and the platform you are targeting. For mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game has lots of characters on screen at any given time. | The number of polygons you should use depends on the quality you require and the platform you are targeting. For mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game has lots of characters on screen at any given time. | ||
+ | |||
+ | ===== Changing Position, RotationAngle or Scale ===== | ||
+ | |||
+ | Changing one of the transformation settings or visual properties of a 3D scene object initializes rendering implicity. | ||
+ | So, when you're manipulating more than one object or property this could lead to very bad performance. | ||
+ | |||
+ | Therefor we need some way of grouping those operations and to prevent FMX from updating each time. | ||
+ | |||
+ | Due to that, GorillaViewport provides the BeginUpdate() and EndUpdate() methods. | ||
+ | Encapsulate your transformations to increase performance. | ||
+ | |||
+ | <file pascal> | ||
+ | procedure TForm1.Timer1Timer(Sender: | ||
+ | begin | ||
+ | GorillaViewport1.BeginUpdate(); | ||
+ | try | ||
+ | GorillaCube1.RotationAngle.Y := GorillaCube1.RotationAngle.Y + 5; | ||
+ | GorillaSphere1.Scale.Point := GorillaSphere1.Scale.Point + Point3D(0.1, | ||
+ | finally | ||
+ | GorillaViewport1.EndUpdate(); | ||
+ | end; | ||
+ | end; | ||
+ | </ | ||
+ | |||
+ | ===== Threading ===== | ||
+ | |||
+ | It is not uncommon to use a thread to compute visual property values. But because FMX (and also Gorilla3D) only runs in main thread, we need to synchronize somehow. | ||
+ | |||
+ | Synchronization needs to be threadsafe, so everyone uses TThread.Synchronize(nil, | ||
+ | That's okey for many applications, | ||
+ | |||
+ | While " | ||
+ |