Working out of a vertex array for destrucible objects

Posted by bobobobo on Game Development See other posts from Game Development or by bobobobo
Published on 2012-09-29T16:17:10Z Indexed on 2012/09/29 21:51 UTC
Read the original article Hit count: 248

Filed under:
|

I have diamond-shaped polygonal bullets. There are lots of them on the screen.

I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once.

| bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb

This is great for performance.. there is

struct Bullet
{
    vector<Vector3f*> verts ; // pointers into the vertex buffer
} ;

This works fine, the bullets can move and do collision detection, all while having their data in one place.

Except when a bullet "dies"

Then you have to clear a slot, and pack all the bullets towards the beginning of the array.

Is this a good approach to handling lots of low poly objects? How else would you do it?

© Game Development or respective owner

Related posts about rendering

Related posts about low-poly