Hellbound, on Sep 10 2009, 01:19 AM, said:
Would that be a big framerate eradication to make that grass with a bigger density?
Not really, because the grass sprites do not run any code, and they are only 8-bit sprites, not models. However, there are two other problems to worry about. First, there is a limit to how many objects the renderer will draw at once. If the limit is reached, important sprites like monsters will start to blink or disappear (this actually happened in a test where I had the density much higher in a wide open map). I could prevent that by making the grass do something like ifpdistg 32768 cstat 32768, but then all the grass sprites have to run code, and when thousands of sprites run code it lowers fps, even if the code is simple. Also, I really HATE to see sprites popping in and out. The other worry is getting too close to the hard sprite limit of 16384. Right now I only allow up to 6000 grass sprites, and I wouldn't want to go much higher than that or there is a risk of hitting the limit, because of all the other sprites already in the maps and the sprites that get spawned during play. If the maps were smaller and the view distances not so large, I could increase the density a lot. But these are huge, epic WG maps.