Drawing Less Stuff - Optimizing 3D Games in GameMaker

When it comes to making your 3D games run faster, it’s always worth not drawing something if you don’t have to. Here are a few ways to do that! Two things that are worth noting that I didn’t actually say out loud in the video: - Using a hybrid approach between this and the Vertex Batching strategy may (at least in some situations) yield better results than either approach on their own (see: chunking), since you would then have fewer individual objects to draw AND can remove unneeded vertices at the same time - I didn’t cover that here since writing chunking code would have added a lot of time to the video - Using either of these approaches with frozen vertex buffers (rather than the unfrozen ones here) will generally yield better results particularly with LOD models, since drawing frozen vertex buffers is faster to begin with and the same time savings will be a higher proportion of the time it takes to draw something I don’t talk about “proper“ frustum culling in this video, but if you want to hear more a
Back to Top