Hello. Right now I’m developing a game, the main idea of which is really massive battles. One battle can contains 20000 units, every of which is 3d animated model (exported from blender). But the problem is in perfomance. At the moment I can render 5000 static models using three.js and 5000 cubes using Babylon.js. But that’s not enough.
So, every 3d model in fact is a set of moving boxes and ball’s, because there is cartoon graphics in game. I’ve try to render boxes and ball’s using three.js - I’ve rendered 65000 boxes and 5000 ball’s. That’s too not enough to create 20000 units
Do you have any ideas how can I resolve this task? I see 3 ways:
- Create PNG sprite of model (picture with 360 possible positions of model)
- Or, instead, create a GIF image (with 360 possible positions of model), and then use nessesary frame from that
- Render every model using 2d canvas. The most difficult way, and so, it will be really hard to synchronize 3d and 2d world (because the rest graphics will be written in Babylon.js/Three.js)
PS. The realise date of game is 2020 year, so WebGPU isn’t a way