Boz Posted March 24, 2017 Share Posted March 24, 2017 Hello there ! I was wondering if the 3D size of objects in the scene matters. Is it better to create a 500x500 ground with 2x2x2 cubes or a 2000x2000 ground with 8x8x8 cubes ? Is there any difference (computation time, stretch..)? I was using basic 1 diameter objects in all my game and the ratio looked good, but now I try to use Canvas2D and WorldSpaceCanvas2D is about 150x150, 33% of my map size ! I tried to resize but I got so many problems with text resizing.. So I decided to multiply every object size by 4 to get a correct ratio with the canvas2D, now it's good. (my map is a bit flattened now but I will find a new HeightMap for my ground, no big deal). I have 8-diameter spheres, 2000x2000 map, and it sounds very big. Can someone tells me what is the best way when thinking about a not-so-small scene with lots of objects ? Thanks in advance ! Pouet Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted March 24, 2017 Share Posted March 24, 2017 The best way for 3D object is always to model at real scale. This help with physics, lighting, scene organisation, team work, default parameters based on real world (ex : camera clipping), etc. As for canvas2D i can't help, but I think an example should be welcome (screenshot, playground, online scene,whatever.) Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 24, 2017 Share Posted March 24, 2017 Yes, but what scale for physics? Meters, decimeters, imperial? I use decimeters, From a precision standpoint, if you are exporting, then meters will give you slightly less precision than decimeters. Reason is for Blender at least, the exporter only specifies up to 4 decimals. Something measured in meters is going to be shifted in to the mantissa. There is no computational difference, regardless. Quote Link to comment Share on other sites More sharing options...
Boz Posted March 25, 2017 Author Share Posted March 25, 2017 Thank you for your answers, for now I was simply converting models in Blender, from .obj to .babylon. I will take a look at the scale when exporting But I was mainly talking about objects as basic shapes : if I have a scene which contains a map and elements as basic shapes, what is the best scale ? The bigger the map, the more expensive the computation ? I made a compromise between map size and height of objects to get a correct texture rendering from the character point of view. I will use LOD and optimization tools and make some tests, thanks ! Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted March 25, 2017 Share Posted March 25, 2017 @Pouet It has more to do with indices & vertices than size, a plane can easily be 5000x5000 units in size, and still render as quick as a plane which is 5x5. But if you then decide to sub-devide the plane 2500 times for extremely detailed height changes or whatever, you'll mostlikely end up with a crashed browser, whether it's 5000x5000 or 5x5 won't matter Boz 1 Quote Link to comment Share on other sites More sharing options...
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