by oln » 23 Jun 2016, 15:08
I think you are right about the game being cpu than gpu limited at the moment. I know that at least the fact that we are using dynamic objects in ogre for everything means a lot of unneeded calculations, though getting around that with dynamic terrain seemed a bit complicated in ogre 1.x from what I remember. (Ogre 2.x has some functionality for this, but is not out yet.)
Another issue with our code is that the game objects are allocated and stored separately, rather than being put in a chunk of contiguous memory, which is not ideal for quick iteration.