Bonehead has finally worked this out
.. as suggested months ago,
(1) use LOD meshes, Even though Blitz doesn't have this functionality (probably because it's too difficult to automatically reduce a user's complex mesh), you can create the reduced meshes yourself. You then SHOW the approprate one depending on distance from camera. Far off figures can be replaced by sprites or even textured blocks, it's too far to see any detail anyway.
(2) Use LoadMesh for a stationary soldier and use this where ever appropriate. This speeds things up substancially! My game will load 3 animated meshes and 1 static one, for each soldier type.
I still think on-the-fly sprites will increase speed even further, and is well worth pursuing.
Surfaces, I cannot get my head around for time being but I have enough to carry on.
Overall, thanks everyone for the help. One BIG advantage of Blitz is the user support and the quality people on this forum. Problem is, how am I going to fit all your names on the credit page??? :)
.. as suggested months ago,
(1) use LOD meshes, Even though Blitz doesn't have this functionality (probably because it's too difficult to automatically reduce a user's complex mesh), you can create the reduced meshes yourself. You then SHOW the approprate one depending on distance from camera. Far off figures can be replaced by sprites or even textured blocks, it's too far to see any detail anyway.
(2) Use LoadMesh for a stationary soldier and use this where ever appropriate. This speeds things up substancially! My game will load 3 animated meshes and 1 static one, for each soldier type.
I still think on-the-fly sprites will increase speed even further, and is well worth pursuing.
Surfaces, I cannot get my head around for time being but I have enough to carry on.
Overall, thanks everyone for the help. One BIG advantage of Blitz is the user support and the quality people on this forum. Problem is, how am I going to fit all your names on the credit page??? :)