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P0-A6: Part 714: Optimisation, Procedural Generation

by on Mar.29, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have been looking into optimising my project. The framerate is very low, at least when running it in the editor.

The main issue that I can see is the large number of “instantiate” calls when I generate trees and ground cover objects. I am using a coroutine to break this up, but even so, it causes significant performance hits.

I could try to implement an object pooling system, but I have such a large number of different types of trees, vegetation, etc, an object pooling system would be less effective that it would otherwise be.

I could also try creating, or using, a procedural tree generation system, where I could create trees in real time without instantiating them. Depending on how this was done, it could be a lot faster than using instantiate/destroy, and also allow for far greater randomisation, etc.

For a project focused on procedural generation, this is really the “correct” option, but it would need to be an advanced system in order for it to replace my current art assets. A lot of procedural tree systems look bland and boring compared to manually created assets.

This is something that I will be looking into in the future.

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