davidthefat
I Love C++
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- Seen Mar 3, 2012
Sorry if I sound pessimistic or something. I do not think your idea will not workout as expected. Here are my reasons: the project is too memory consuming, both file size and ram. Let me explain why; as far as you are "copying and pasting" models from your template to your actual game, that adds a significant amount of data to your program. By the time you map out couple cities, you might go well over 100 mbs; I am not too sure about the numbers, but they do go up exponentially. That does happen in professional games, but they minimize it by having minimum number of individual models. They do not explicitly copy the model over and over again, but reference it back to the model. Its hard to explain without going too far into programming, but you can think of it as a bracket for sporting events. The teams may appear multiple times on the bracket, but they are the same team, not copies of the said teams. Kind of confusing I know, but the names reference back to the physical team, not copy the physical teams to fit the roster. Now going to the second reason: the program will not be effiecient and will hog up memory, quite possibly lead to a memory leak. The reasoning behind that is the lack of culling; I am not aware if Blender performs culling for you, but I am assuming Blender does not do that. Culling is basically not drawing the models not in view of the camera. The addition of the process of culling the models can dramatically affect the program's performance; in the same way, the lack of culling will do the antithesis. Just food for thought; not trying to discourage you, but just pointing out the flaws of the method you are using to create the game.