My GEForce 4 MX renders about 6,000,000/sec with an optimized scene. It's best to merge all your high-poly nonmoving meshes. This is like the Unreal engine's use of staticmeshes. I try to keep it around 70,000 polys/frame at a minimum of 60 fps, though it can go about 50% higher, depending on circumstances.
I like your aggressive, demanding style. Some people here don't like me because they resent the fact that 3D graphics were ever invented, and my work makes them feel like big losers. But trust me, I rule all.
There are an ASSLOAD of nuances when programming a 3D engine in Blitz. The editor+engine approach is really the only way to go. Right now, I would use CShop + the blitz map loading code, and maybe try out my engine when it goes public.
Regarding LOD on static meshes, what I do is divide the map up into sectors, and store a single merged staticmesh for each sector. I can also store a version made up of low-res meshes, and switch them out on a per-sector basis, instead of individually.
I like your aggressive, demanding style. Some people here don't like me because they resent the fact that 3D graphics were ever invented, and my work makes them feel like big losers. But trust me, I rule all.
There are an ASSLOAD of nuances when programming a 3D engine in Blitz. The editor+engine approach is really the only way to go. Right now, I would use CShop + the blitz map loading code, and maybe try out my engine when it goes public.
Regarding LOD on static meshes, what I do is divide the map up into sectors, and store a single merged staticmesh for each sector. I can also store a version made up of low-res meshes, and switch them out on a per-sector basis, instead of individually.