The Eden Project

Oh hey there fellow necromancers :wink:

Popped back to find some old notes from the thread and noticed there were a few questions I’d missed. game_maker is quite right, my musical misadventures have not left much time this year for further work on eden sorry :confused:

Having said that, the real problem is that I just couldn’t get enough performance out of the procedural mesh component to push up to a stable 60fps. Things sort of go ok if I don’t try to do any collision, but as soon as turn on collision even on the smallest octave, the frame rate craters to under 10fps.

I did tests where I basically removed any random height stuff and just did simple math that did a flat sphere and it hardly made any difference suggesting that the issue was with the actual mesh generation not my random noise calculations.

I tried so hard to get my head around runtime mesh component as an alternative (it’s much faster) but I just couldn’t figure it out, and the “documentation” for it is more of mean joke than a guide.

I still play with planet stuff occasionally cos it annoys the P out of me that I spent so many years on it and never finished, but when I do I use voxel plugin now because it means I don’t have to death wrestle with collision anymore, it’s just built in (ironically, VP uses RMC for it’s mesh generation).

I did toy with the idea of releasing my code but tbh with the performance limitations above it didn’t seem good enough to inflict on anyone else…

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