3 ms·
anything is possible :) How many total datapoints are you trying to represent at once, ballpark? My first instinct is that it would probably be most efficient
by TrevorJ 10y ago
anything is possible :)
How many total datapoints are you trying to represent at once, ballpark? My first instinct is that it would probably be most efficient to feed the data into Unreal and build the physical representation there VS importing a large monolithic 3D model, because then you could make use of instancing, distance culling, etc. This would also mean you could animate the objects separately as well, and manipulate scale, color and the like in realtime.
Again, probably depends heavily on the specifics. In general though, modern gaming GPU's can handle just an insane number of polygons so either way, you should be able to represent a ton of datapoints.
As far as getting data into the engine, it supports .csv importing where you can define your own row types etc: https://docs.unrealengine.com/latest/INT/Gameplay/DataDriven/ https://docs.unrealengine.com/latest/INT/Gameplay/DataDriven...
I believe there's also a SQL lite support module for the engine as well, if you want to deal with really massive sets of data, though the documentation there is sparse.
My contact info is in my profile, feel free to hit me up if you have any other questions, happy to help.