Hey guys. I’m working on a survival game. The environment consists of a large forest, this entails having a lot of trees. Now my tree is around 3,000 tris and consist of 30 objects. The reason for there being 30 objects is that the tree is choppable, meaning the trunk has chunks that are removed when chopped. The scene is being proceduraly generated, meaning the trees are added in at random upon running the game. I was able to get 85 trees in without a drop in framerate. This is pretty good but I’m afraid it won’t be good enough for the scale I want. 175 trees dropped the framerate by about 20 frames. keep in mind this is just with the trees/ground/player in the scene. I probably would only be able to fit many less trees in with things populating the scene like bushes/rocks/logs etc… taking up their share of cpu/gpu
So my question is, how can I optimize the game aside from the obvious polygon reduction? I’m thinking blender for some reason has problems handling many objects in the scene. for instance, with 1 tree consisting of 30 objects, duplicated throughout the scene at 175 trees, that makes 5,250 separate objects.
so yeah your help would be greatly appreciated. Doesn’t necessarily have to solve my problem to a t, let’s just get a discussion going and maybe you’ll have some ideas to share.