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I'm assuming the addon works by building collision based off of existing meshes?
Sometimes with relatively simple scenes it can take minutes to build everything and unfreeze Blender.
As an example, try placing the laptop from the cube_diorama demo file, which takes about 1-2 minutes on my 2600x to setup
The text was updated successfully, but these errors were encountered:
Yeah there hasn't been much time spent on optimization of anything yet.
jaburns
changed the title
Build optimizations?
Revisit performance, especially in relation to how geometry is passed from Blender to libsm64
Mar 15, 2022
Something related to this that I think would improve performance a lot: The option to select a specific Collection in blender to let LibSM64 define as the collision geometry. This way LibSM64 doesn't attempt to process the ENTIRE blender file's geometry all at once,
This actually would solve multiple problems:
Improve performance, as less geometry needs processing.
Allows the user to create their own lower-poly collision mesh that would have a higher-poly non-collision geometry over it, without needing any new complex data structure.
Since the collision geometry and visible geometry would now be separate, the user can now create "fake walls" without collision geometry, or decorations such as bushes, grass, and other geometry that Mario should just pass through.
Using a Collection as the collision geometry would allow the user to very easily switch objects from solid to non-solid by simply moving them in/out of the collection.
I'm assuming the addon works by building collision based off of existing meshes?
Sometimes with relatively simple scenes it can take minutes to build everything and unfreeze Blender.
As an example, try placing the laptop from the cube_diorama demo file, which takes about 1-2 minutes on my 2600x to setup
The text was updated successfully, but these errors were encountered: