Performance impact on thousands of Nodes

I note that you are instancing your models. This is how you would do it with rendering each block, I think you can do something similar with instances.

You can use the Node.flattenStrong()
First, you must create an empty nodePath. Then reparent all blocks (or items you want in scene) to this nodePath. Then, on the parent nodePath, do


This combines all children’s meshes into one. When you want to break (or remove) child node (or block), you can do


This removes it from render. To add (or place) new child node (or block), you can reparent it to the parent nodePath and every once in a while apply the flattenStrong()

Would, for example, adding a block or deleting a block cause a huge performance hit? I think I could do a “chunk” and make everything in that chunk one mesh.

I don’t think either would cause performance hit. When you reparent a node to the parent node (or chunk), it isn’t flattened by default, even though the parent is, so that is why every once in a while you would flatten the parent. That is (I think) the only place for performance hit.

That would be the best way, I think (and maybe that is how it works?).

ok! Thank you so much! I’ll try it out tomorrow! I’m glad the community is so active and helpful(hopefully in the future as well).

I’m not sure that this will work: if multiple NodePaths are successfully combined via “flattenStrong”, then they will no longer be separate elements, and attempts to operate on them as such–including the removal of one of them–will fail.

If this is the case even after whatever method you employ to combine your nodes, then indeed, I think that it will have a significant impact on performance.

For reasonable performance, I think that a node-count in the low hundreds is likely advisable.

(I’m not sure of how other games that implement large cube-built environments go about handling this. I’m inclined to suspect that they construct their geometry dynamically, with each each section of the world being a single node.)


Perhaps the code I posted here can help you get started with procedurally generating and manipulating your cube-based geometry. That code deals with 2D rectangles, but it shouldn’t be too difficult to make it work for 3D cubes as well.

Hope it helps :slight_smile: .

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Well, one thing to note is that a lot of the meshes loaded wouldn’t be on screen. Blocks that will be buried underground don’t need to be rendered. That would be more than 9/10 or them. Though, there could be caves underground so it can’t just render stuff on the top layer. Is it possible to only render blocks that can be seen and “load”(with collision box) blocks that cannot be seen.

Another thing is that quite a bit of the models are the same ones. Nearly half of the models are one model. Is it possible to “combine” the same models to one node.

I’m a total noob so if I’m speaking nonsense, please correct me.
Thank you.

That’s true–but if they’re present as nodes in the scene-graph, then they may well yet have an impact, I believe.

Of course, if you devise some method of dynamically removing and adding nodes in the scene-graph, then you might still get it to work. (This calls for some means of determining which blocks are visible, I imagine.) However, you may also find that doing so calls for going to the C++ side of development, for the sake of execution speed.

It is possible, but doing so dynamically may still prove to impact performance. Plus, you then have to be careful that you don’t lose access to the individual blocks in merging them.

I suspect that the approach that Epihaius posted above is likely a good one: don’t create a huge set of nodes, but instead create a smaller number of nodes whose models are updated dynamically.

Can you explain what do you mean by “create a smaller number of nodes whose models are updated dynamically”? So each node would consist a few models?

In short, each node would have one “model”, which would depict multiple cubes–likely quite a lot of them, I imagine. This model would then be dynamically updated to represent changes in the state of those cubes.

I think I understand something now, so 1 node, 1 model, but the model contains multiple blocks and would dynamically update the “model” when breaking/adding blocks. We achieve that by rigid body combiner correct?

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Hmm… You could try using combiners, but I’m not sure that you wouldn’t see significant lag whenever the contents of a given combiner have to be altered.

Again, I’m inclined to think that the method suggested by Epihaius, above, might be more likely to perform well.

Still, you can try using rigid body combiners–they do provide a simpler approach, and if it turns out that doing so works for your application, then well and good!

What exactly are those block models that you are loading? Are they simple cubes, or something much more complex (e.g. more detailed geometry, with chamfered or rounded corners, etc.)? If they’re just simple cubes, there’s no need to model them in an external application (e.g. Blender) and then load them into Panda. Instead, you can easily create them procedurally in Panda at runtime.

Below is a code sample that allows you to create, add and remove cubes (with different UV coordinates for each side and correct normals); they all become part of one and the same model node:

from panda3d.core import *
from direct.showbase.ShowBase import ShowBase
import array
import random

def create_cube():

    vertex_count = 0
    values = array.array("f", [])
    indices = array.array("I", [])
    # use an offset along the U-axis to give each side of the cube different
    # texture coordinates, such that each side shows a different part of a
    # texture applied to the cube
    u_offset = 0.

    for direction in (-1, 1):

        for i in range(3):

            normal = VBase3()
            normal[i] = direction

            for a, b in ((-1., -1.), (-1., 1.), (1., 1.), (1., -1.)):

                pos = Point3()
                pos[i] = direction
                pos[(i + direction) % 3] = a
                pos[(i + direction * 2) % 3] = b
                u, v = [pos[j] for j in range(3) if j != i]
                u *= (-1. if i == 1 else 1.) * direction
                uv = (max(0., u) / 6. + u_offset, max(0., v))


            u_offset += 1. / 6.
            vertex_count += 4

            indices.extend((vertex_count - 2, vertex_count - 3, vertex_count - 4))
            indices.extend((vertex_count - 4, vertex_count - 1, vertex_count - 2))

    vertex_format = GeomVertexFormat.get_v3n3t2()

    vertex_data = GeomVertexData("cube_data", vertex_format, Geom.UH_static)
    data_array = vertex_data.modify_array(0)
    memview = memoryview(data_array).cast("B").cast("f")
    memview[:] = values

    tris_prim = GeomTriangles(Geom.UH_static)
    tris_array = tris_prim.modify_vertices()
    memview = memoryview(tris_array).cast("B").cast("I")
    memview[:] = indices

    geom = Geom(vertex_data)
    node = GeomNode("cube")

    return node

class MyApp(ShowBase):

    def __init__(self):


        # set up a light source
        p_light = PointLight("point_light")
        p_light.set_color((1., 1., 1., 1.))
        self.light =
        self.light.set_pos(5., -100., 7.)

        # create an initially empty model parented to the scene root
        vertex_format = GeomVertexFormat.get_v3n3t2()
        vertex_data = GeomVertexData("model_data", vertex_format, Geom.UH_dynamic)
        tris_prim = GeomTriangles(Geom.UH_dynamic)
        # allow adding more than 65536 vertices
        model_geom = Geom(vertex_data)
        model_node = GeomNode("model")
        self.model = self.render.attach_new_node(model_node)

        # the number of vertices in each cube
        self.cube_vert_count = 24  # 6 sides, 8 vertices per side

        # the number of vertex indices in the GeomTriangles primitive of each cube
        self.cube_prim_vert_count = 36  # 6 sides, 6 index rows per side

        # the number of float values used for the data of a single vertex
        self.data_stride = 8  # 3 coordinates + 3 normal components + 2 UVs

        # define the possible positions for the cubes
        # (they form a pyramid shape in this example)
        self.positions = positions = []
        for i in range(-2, 3):
            pos = (i * 2, -4, 0)
        for i in range(-2, 3):
            pos = (i * 2, 4, 0)
        for i in range(-1, 2):
            pos = (-4, i * 2, 0)
        for i in range(-1, 2):
            pos = (4, i * 2, 0)
        for i in range(-1, 2):
            pos = (i * 2, -2, 2)
        for i in range(-1, 2):
            pos = (i * 2, 2, 2)
        positions.append((-2, 0, 2))
        positions.append((2, 0, 2))
        positions.append((0, 0, 4))
        # keep track of which positions are currently occupied
        self.free_positions = list(range(len(positions)))
        self.used_positions = []

        # the cubes that have been separated and are falling down
        self.falling_cubes = []

        # start a task that makes separated cubes fall down
        self.task_mgr.add(self.__drop_cubes, "drop_cubes")

        # enable randomly adding and removing cubes at runtime
        self.accept("+", self.__add_random_cube)
        self.accept("-", self.__remove_random_cube)

    def add_cube(self, pos):

        model_geom = self.model.node().modify_geom(0)
        model_array = model_geom.modify_vertex_data().modify_array(0)
        model_vert_count = model_array.get_num_rows()
        model_array.set_num_rows(model_vert_count + self.cube_vert_count)
        model_view = memoryview(model_array).cast("B").cast("f")
        prim_array = model_geom.modify_primitive(0).modify_vertices()
        model_prim_vert_count = prim_array.get_num_rows()
        prim_array.set_num_rows(model_prim_vert_count + self.cube_prim_vert_count)
        model_prim_view = memoryview(prim_array).cast("B").cast("I")

        cube_node = create_cube()
        cube_geom = cube_node.modify_geom(0)
        vertex_data = cube_geom.modify_vertex_data()
        mat = Mat4.translate_mat(*pos)
        vert_array_data = vertex_data.get_array(0)
        vert_array_view = memoryview(vert_array_data).cast("B").cast("f")
        model_view[model_vert_count * self.data_stride:] = vert_array_view
        prim = cube_geom.modify_primitive(0)
        offset = self.cube_vert_count * model_prim_vert_count // self.cube_prim_vert_count
        prim.offset_vertices(offset, 0, self.cube_prim_vert_count)
        cube_prim_array = prim.get_vertices()
        cube_prim_view = memoryview(cube_prim_array).cast("B").cast("I")
        model_prim_view[model_prim_vert_count:] = cube_prim_view

    def prepare_separated_cube(self):

        vertex_format = GeomVertexFormat.get_v3n3t2()
        vertex_data = GeomVertexData("cube_data", vertex_format, Geom.UH_static)
        cube_array = vertex_data.modify_array(0)
        cube_view = memoryview(cube_array).cast("B").cast("f")
        tris_prim = GeomTriangles(Geom.UH_static)
        cube_geom = Geom(vertex_data)
        cube_node = GeomNode("cube")
        separated_cube = self.render.attach_new_node(cube_node)

        # give the separated cube a red color to easily identify it as a
        # falling cube
        separated_cube.set_color(1., 0., 0.)

        cube_prim_array = tris_prim.modify_vertices()
        # the call to `GeomPrimitive.unclean_set_num_rows` fills the primitive
        # with random integers, which will cause an AssertionError when an
        # integer bigger than the number of vertex data rows is encountered
        # while adding the primitive to the geometry, so only call this method
        # after the primitive, its geom and its node have been added to the
        # scenegraph
        cube_prim_view = memoryview(cube_prim_array).cast("B").cast("I")

        # the separated cube will start to fall

        # return the created memoryviews for further manipulation
        return cube_view, cube_prim_view

    def remove_cube(self, index, separate=True):

        model_geom = self.model.node().modify_geom(0)
        model_array = model_geom.modify_vertex_data().modify_array(0)
        model_vert_count = model_array.get_num_rows()
        model_view = memoryview(model_array).cast("B").cast("f")
        cube_data_size = self.cube_vert_count * self.data_stride
        start = index * cube_data_size
        end = start + cube_data_size

        if separate:
            cube_view, cube_prim_view = self.prepare_separated_cube()
            cube_view[:] = model_view[start:end]

        model_view[start:-cube_data_size] = model_view[end:]
        model_array.set_num_rows(model_vert_count - self.cube_vert_count)

        prim = model_geom.modify_primitive(0)
        prim_array = prim.modify_vertices()
        start = index * self.cube_prim_vert_count
        end = start + self.cube_prim_vert_count
        model_prim_vert_count = prim_array.get_num_rows()
        prim.offset_vertices(-self.cube_vert_count, end, model_prim_vert_count)
        model_prim_view = memoryview(prim_array).cast("B").cast("I")

        if separate:
            cube_prim_view[:] = model_prim_view[:self.cube_prim_vert_count]

        model_prim_view[start:-self.cube_prim_vert_count] = model_prim_view[end:]
        prim_array.set_num_rows(model_prim_vert_count - self.cube_prim_vert_count)

    def __add_random_cube(self):

        if not self.free_positions:

        index = random.choice(self.free_positions)
        pos = self.positions[index]

    def __remove_random_cube(self):

        if not self.used_positions:

        index = random.randint(0, len(self.used_positions) - 1)
        pos_index = self.used_positions[index]

    def __drop_cubes(self, task):

        for cube in self.falling_cubes[:]:
            z = cube.get_z()

            if z < -10.:
                cube.set_z(z - .1)

        return task.cont

app = MyApp()

When you run the code, press + on the keyboard to add a cube and - to remove a random cube.

Each cube will be placed at a different position. There is a limited number of available positions, which form a pyramid-like shape, so it is easier to see which cubes are added or removed.
The geometry of each cube is associated with a specific position index, and the code keeps track of which positions are used and which are still free.
The relationship between a cube and its position is determined like this:
when a cube is created, its geometry is added to the model node and the index of its position is added to the list of used positions.
So when a cube is removed, it is done by index; this index is used to locate its vertex data in the model geometry, and it is also used to find the position index in the list of used positions.

As for the generation and manipulation of the geometry itself, memoryviews are used, which is more efficient than the use of GeomVertexReaders/Writers, flattenStrong operations or rigid body combiners (which just call flattenStrong under the hood anyway).

It is indeed not simple, but the complexity of what you’re trying to do should not be underestimated either, so I can strongly recommend that you work as much as possible with the low-level methods like I’ve shown in the sample.

Even if the models that you use are quite complex, it is still possible to read their geometry data and copy it into a single model node, as I’ve done with the simple cube in the sample.

If you need more help, just ask.


Thank you very much. For the most part, it is cubes, but with different textures. But with some exception, though. Also, for my curiosity, what is the difference between your approach and the flattenStrong operation, that made your’s quicker(if I understood correctly)?

Can you point towards a tutorial/manual for memoryview?

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I have just tried it and it does work, child nodes can be removed even if the parent is flattened (node is also removed from render successfully).

In that case, and presuming that you used “flattenStrong” (as opposed to “flattenMedium” or “flattenLight”, that is), I’d recommend checking that the nodes were actually flattened properly: as you may recall, “flattenStrong” won’t operate past a “ModelNode”, and thus may leave elements uncombined.

Ah, that might require adding those textures to one single “texture atlas”, since one model can only have a single texture (well actually it can have up to something like 8 eight different textures if you use multitexturing, but I’m not sure if multitexturing would help in this case).

Perhaps it’s not that much faster than flattenStrong, but looking at the source code, I see that a SceneGraphReducer is responsible for the entire process and the methods used seem to be quite complex.

So what I basically mean by “more efficient” is, that it’s likely better to start with geometry that is already in a state suitable to be manipulated (no unnecessary ModelNodes, the primitive index type already set to accommodate many vertices, no specific TransformState or RenderState), instead of a model created with a modelling program which may contain those things, which would then have to be removed/combined/converted and so on.

At the very least, with the code I posted you have total control over what happens with the geometry, while it’s not always clear exactly what flattenStrong does or does not do (for example, it won’t remove duplicate vertices, even though they have the exact same position, normal, UVs, etc.).

Don’t get me wrong, flattenStrong certainly is very useful, but in this particular case I would go with low-level methods, as it leads to code that clearly details every step of the process, and it also gives more control. (At least, that’s my personal opinion :sweat_smile:.)

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I also forgot, is it possible to separate them into single models again? Because some blocks will need to be able to fall down.

Sorry to interfere, but if we are talking about the style of minecraft physics of the blocks in this game does not exist. This is just a vertex-level animation, so you don’t need to divide the vertices into separate models to manage them, you can recalculate them directly in memory.