Simple performance question

Hi,

I just started using JME, and I'm running into some performance issues because I'm pretty much just brute forcing everything.



I'm drawing a 50x50 grid right now with textured quads and the performance is miserable. Only around 50 quads are visible on the screen at a time. Is there something I could possibly be missing? It seems a little slow, especially since JME has built-in frustrum culling.



Thanks a lot

  -Cuppo

True, it does have auto frustrum culling, but you have to set up your own backface culling. Try putting that in and seeing if that improves performance any.

Have you tried using locking also.

it's still a huge scenegraph to process. try doing things like grouping blocks of the grid under nodes to help the frustum culling, combining meshes with same properties(like our geometry instancing tests), locking things or even implement a quadtree to do your own culling better suited for this type of game…

Thank you for all your help.

I think I'll try grouping the gridcells under nodes, which combined with the frustrum culling should give me similar performance as octree/quadtree culling.



Would anyone mind giving me a link to study up on "locking"? I've never heard of this before.