Jump to content

best 3D size of elements ?


Boz
 Share

Recommended Posts

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

Link to comment
Share on other sites

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.) :)

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 !

Link to comment
Share on other sites

@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 :) 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...