I'm working on a decent size RTS which i think is still not an overkill for DBPro, and still could provide some fun for people spoiled by todays standards. What is lost for faster processing i'm doing everything to back up with good design / style and fun features.
On my cute list of things to accomplish, i'm slowly approaching unit creation, which i would need expert experiences to be shared with me.
I'm not talking about how to store their datas and don't want anything written for me really,
i mean technically.
Basically what is i'm not sure of, is that: should i preload every objects which is possible to be ever shown / used in the current level/match/whatever? (and hide / exclude them until needed)
Or should i load them in realtime when the player / CPU creates a unit? Is there any way of doing it without temporary fps drops or even full stops for a half sec? Maybe does a dll exist for slowly in the background load in a model vertex by vertex?
Though with the animation data as well...
(300-1800 poly objects we are talking about)
I already know that the bigger the loaded-in objects list is, the slower is the deletion of the objects. But otherwise, does it slow things down, if there is let's say 500 objects excluded in the memory without any action to them?
(i would benchmark it myself, but my standard FPS with a clear screen is already under 100, and just because a cube appears it halves... though strange after this it bearly changes by additional thousands of polygons. But anyway, you see this way a decent benchmarking can't be done.)