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javascript – Octree construct time crashes web page for complicated mesh

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javascript – Octree construct time crashes web page for complicated mesh

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Using the usual three.js FPS instance of octree implementation with a extra superior mesh, crashes the web page on load.

My first concept is to put in writing a couple of features to avoid wasting the octee information to a file, then load it, to keep away from the additional computational time, corresponding to the next added to the instance, which is barely edited:

this.chootify/*save as object that may be stringified*/ = () => {
    return ({
        triangles:this.triangles,
        field:this.field,
        subTrees:this.subTrees.map(ok=>ok.chootify())
    });
};


this.load = (awts) => {
    this.triangles = awts.triangles
    this.field = awts.field
    this.subTrees = []
    if(awts.subTrees){
        awts.subTrees.forEach(ok=>{
            var aw = new AwtsOctTree(ok.field)
            aw.load(ok)
            this.subTrees.push(aw)
        })
    }
}

after which I used to be planning on loading it in a background thread.

However I did not understand that even for a reasonably easy constructing mesh, the octree file would take up 230mb of area when stringified (instance: run features to worldOctree from console to check).

When utilizing a extra complicated mesh with stairs and so forth. it utterly crashes the online web page utilizing the usual build-on-runtime technique.

I do not know optimize this, any ideas?

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