11-17-2013, 04:14 AM
Nice, i guess theres been some changed to the engine since i tried that last then. The problem with animated models is they need to be entity models (and thus its have no impact on the BSP structure whatsoever... nitpick ; ) to work, and every entity has a small performance penalty of its won. Thats usually no biggy, but with things like vegetation where 1000+ units can be called for, it can give you a noticeable impact at times. One thing taht does IIRC clientmodel's can be animated, so you can possibly use _lod models to "turn off" animations for far away objects.
One thing worth testing is using a vertex rather than bone based animation model format (such as .md3). dp does have some clever code to speed up that sort of animation, and as far as i can see vertex based animation's would be quite enough for this use.
Anyways, interesting stuff; looking forward to what will come of it.
One thing worth testing is using a vertex rather than bone based animation model format (such as .md3). dp does have some clever code to speed up that sort of animation, and as far as i can see vertex based animation's would be quite enough for this use.
Anyways, interesting stuff; looking forward to what will come of it.