Thanks for the suggestions.
jfk : I've only got the one computer! I was thinking of an auto optimisation system to limit the number of objects on a system to maintain a decent frame rate. Basically just run a few case situations, record the frame rate, and stick to the most complex one at a decent frame rate!
Evak : "Keep dynamic lights under 3 (preferably 1 if possible lol)"
How's about no lights at all? :) My system uses texture based lighting and no more than two textures per object to be sure target cards can cope. I've also got very few polys. I doubt I have more than 1000 triangle at the moment.
However, I don't understand how surfaces get allocated to reduce their use. Is there an 'Idiot's 101 to Brushes and Surfaces' around? Does a brush=a texture?
jfk : I've only got the one computer! I was thinking of an auto optimisation system to limit the number of objects on a system to maintain a decent frame rate. Basically just run a few case situations, record the frame rate, and stick to the most complex one at a decent frame rate!
Evak : "Keep dynamic lights under 3 (preferably 1 if possible lol)"
How's about no lights at all? :) My system uses texture based lighting and no more than two textures per object to be sure target cards can cope. I've also got very few polys. I doubt I have more than 1000 triangle at the moment.
However, I don't understand how surfaces get allocated to reduce their use. Is there an 'Idiot's 101 to Brushes and Surfaces' around? Does a brush=a texture?