To do a very vast world, a game engine needs to be smart enough not render things that are far from the player, or hidden behind other objects. Panda3D does have mechanisms to not render things that are far away. Sadly, the manual doesn’t explain the LODNode yet… it’s one of the gaps in the manual. Still, we can explain it easily enough when the time comes.
Panda3D does not contain mechanisms to not render things that are hidden behind other objects. For that, you’re on your own - you would have to use your own knowledge of your own game’s spatial layout to hide and unhide things that are not visible. This is a known weakness in Panda3D.
Networking capabilities: Panda3D has a distributed object system, which I don’t particularly care for, but some people like it. Some people have obtained networking layers elsewhere and used them in conjunction with Panda3D.
there are no limits enforced by the engine.
all the rest depends on many things.
mostly on your hardware.
other things that influence performance are:
-number of geoms/nodes
-effects you use like per-pixel lighting and co
-the size of your triangles onscreen.
btw. the number of polys per scene pretty much doesnt matter. the ones which are actually visible matter the most.
modern hardware usualy can handle 30k triangles onscreen without trouble.(in an average scene). some might be able to handle tons more.
about your question. how many triangles should a (insert object here) have:
the answer is the same all the time: as few as possible to let it look good
it really depends on your type of scene. sometimes you can use 20 triangles for a tree… sometimes you need 2000.
so just try it out. make 5 similar looking rocks, one with 20 polys, one with 100 one with 500 one with 2000. in best case take the lowest detailed one which still looks the same as the higher detailed ones
it’s more important optimize your scene into something panda friendly than reducing the scene by a few triangles.
small example. friend of mine made a piece of ground. made from 64x64 squares… he got 17 fps. after changeing 2 lines of code to combine the squares into a more efficient way his framerate jumped to 600fps (triangle count didnt even change)
so dont worry if panda seems slow even thought you have a really simplistic scene. you might just need to restructure it a little.
panda provides good tools to identify bottle necks so no need to worry
Okay, thankyou I keep finding out about some great features in this engine.
One more…If I were to model a scene in blender made of seperate objects all placed around an environment. If I loaded the model into panda. Would they keep their location, or would they all center at a certain point.
Hmmm, doesnt it depend where the pivot point of a object is? If you export from 3ds max, the object pivot is allways at 0/0/0 of the scene. So if you export from it all objects keep the position even if exported separately.
about chicken. i dont know if normal maps are exported correctl yet or exported at all at this moment. if they are exported at all. be sure to check the egg file in a texteditor and see if the texture names and paths are correct.