do you make tree iterativally at editor time?
Oh, no I explained that incorrectly
No physics generated at run time! But whenever we test the map, physics is regenerated, and the workflow is:
1) build level for while
2) check in game to make sure all is right (this needs rebuild of physics)
3) go to 1
So in order to be able to check changes easily ingame (which is needed even if editor uses same engine as game), we need to load the map as fast as possible.
anyway this saturday I will work on optimizing the build process, I beleive I can get to be at least as efficient as it was in 2009.
we can always have the the Top Down algorithm as the yard stick.
Excellent!
to clarify you said that a normal mesh of around 80,000 faces was processed in around 1 secund with optimization off.
Oops, it is supposed to be indices count, not tris! Otherwise that is correct.
that figure sound to fast to me, are you sure this is acurate?
As said, I wrote bad there too, it is not tris, but indices, so divide by 3 to get triangle count (~25k).
But apart from that I think that it is accurate. 25k polys in 1200ms is not that fast right? (I have a slow n old comp)