Hi,
I'm loading a simple 2D tilemap and uses different meshes as tiles, combining them into one big mesh using the addmesh command. Works just great!
The problem I have is that the map is really large. 256x88 tiles. Some optimizations have been made (don't place a tile in the middle of a group of similar tiles, unless it's a part of the ground) but everything is just too slow.
I tried to add a call to createoctree (going to need collision detection later anyway) but it never returns. When I say never I mean that I leave it running for a couple of minutes and then kills the app. I used 200,5 as the values but have also tried other bigger and smaller values with the same result (nothing happens at all).
So, what do I do now? Is there a bug in createoctree? Am I feeding it with a mesh that is too big? Have I misunderstood the concept of an octree? Should I leave createoctree running for 5-10 minutes? (Can I even require future players to accept a loading time that long?)
Thankful for any help!
I'm loading a simple 2D tilemap and uses different meshes as tiles, combining them into one big mesh using the addmesh command. Works just great!
The problem I have is that the map is really large. 256x88 tiles. Some optimizations have been made (don't place a tile in the middle of a group of similar tiles, unless it's a part of the ground) but everything is just too slow.
I tried to add a call to createoctree (going to need collision detection later anyway) but it never returns. When I say never I mean that I leave it running for a couple of minutes and then kills the app. I used 200,5 as the values but have also tried other bigger and smaller values with the same result (nothing happens at all).
So, what do I do now? Is there a bug in createoctree? Am I feeding it with a mesh that is too big? Have I misunderstood the concept of an octree? Should I leave createoctree running for 5-10 minutes? (Can I even require future players to accept a loading time that long?)
Thankful for any help!