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I have shelves "made of" steel rods as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more shelves without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten shelves and even 3dsmax begins stuttering.

EDIT: I uploaded a demo, it's for Win, X86 and X64. Get it here: http://www.sockshare.com/file/08BD739BDF94601C You need the opensource 7zip to extract.

I have shelves "made of" steel rods as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more shelves without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten shelves and even 3dsmax begins stuttering.

EDIT: I uploaded a demo, it's for Win, X86 and X64. Get it here: http://www.sockshare.com/file/08BD739BDF94601C

I have shelves "made of" steel rods as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more shelves without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten shelves and even 3dsmax begins stuttering.

EDIT: I uploaded a demo, it's for Win, X86 and X64. Get it here: http://www.sockshare.com/file/08BD739BDF94601C You need the opensource 7zip to extract.

briefly explain your changes (corrected spelling, fixed grammar, improved formatting)
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I have a cart/shopping trolleyshelves "made of" steel rods as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more trolleysshelves without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten trolleysshelves and even 3dsmax begins stuttering.

EDIT: I uploaded a demo, it's for Win, X86 and X64. Get it here: http://www.sockshare.com/file/08BD739BDF94601C

I have a cart/shopping trolley as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more trolleys without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten trolleys and even 3dsmax begins stuttering.

I have shelves "made of" steel rods as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more shelves without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten shelves and even 3dsmax begins stuttering.

EDIT: I uploaded a demo, it's for Win, X86 and X64. Get it here: http://www.sockshare.com/file/08BD739BDF94601C

added 116 characters in body
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I have a cart/shopping trolley as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more trolleys without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten trolleys and even 3dsmax begins stuttering.

I have a cart/shopping trolley as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more trolleys without making the frame rate drop considerately?

I have a cart/shopping trolley as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But using an opacity map yields a flat result, which I don't want. For realism purposes there should be cylinders or similar, i.e. real 3D objects or the impression of real 3D objects, at least in close range.

How could I do that with more trolleys without making the frame rate drop considerately?

I found that even though I am using opacity maps(128 x 128) just ten trolleys and even 3dsmax begins stuttering.

Removed unnecessary indications of American / British equivalents, and expanded ie to i.e.
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