.@acilino the problem doesn’t seem to be the 70000 triangles for real time. If you can calculate everything first, then just draw your scene with translate, rotate, scale and camera functions, then it runs 55 fps (see my planet simulation). If i use textures then the fps drops to 25 fps, depending on how many triangles are visible.
Looking forward to the next release of Codea.
If you want to create 3d models directly in codea, I converted a CSG algorithm to Lua. Currently really slow though, can probably be optimized quite a bit.
played with this last night - was fun to add and subtract objects!
Oh, missed these old comments. I’ve updated the CSG code a bit to use Codea vec3 instead, so it’s faster and I’m currently adding support for textures. Still need some more optimizations though.
Woohoo! This is a mainstay in my toolbox for demos and testing, @tnlogy! Curious why github says last update was a month ago…
I guess the last change I did was a month ago.
Or maybe the latest is here, I’m a bit confused, coding after a day of coding at work. No textures yet though, got lost with isospheres for a while…
https://gist.github.com/tnlogy/5132866