Ericky14 Posted January 10, 2018 Share Posted January 10, 2018 Hello, Is there any way to optimize animations? If I want to animate a lot of meshes at the same time, over 200 or 300 instances... they all are having their scaling animated, but at different times. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 10, 2018 Share Posted January 10, 2018 Tons of animations will require tons of world matrix updates and unfortunately I see no obvious way to improve it (Unless you want to go down the custom shader way) JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted January 10, 2018 Share Posted January 10, 2018 https://www.babylonjs-playground.com/#10RCC9#1 BJS does pretty well, under the right circumstances. (PG by Jerome, I suspect) Eriky's question feels like a "How large am I allowed to dream?" question, eh? It's difficult to predict WHERE JS/webGL will get "too slow"... and it's difficult to decide WHAT IS TOO SLOW? Wingy been there. Lives there. LOD is the boss... for these "high poly-count dreams", in many ways. I SPECULATE... if a person 'manages' their LOD, layers, blend depths, post-processing, and camera maxZ nicely, they can triple the performance of a "fat coder" like Wingnut. heh Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted January 11, 2018 Share Posted January 11, 2018 hi i don't know what kind of animation you want but u can do ultimate animation with 60 (limited for ios) or 100 timers in GPU side you can manage that by one timer too Quote Link to comment Share on other sites More sharing options...
Ericky14 Posted January 11, 2018 Author Share Posted January 11, 2018 @NasimiAsl I want a simple scaling animation and a few position animations. What do you mean by ultimate animation? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted January 12, 2018 Share Posted January 12, 2018 https://www.babylonjs-playground.com/#7EEDJJ#4 for 500 mesh you just manage your scale and move or rotate condition per each mesh in vertex shader code (line 20 - 35 ) you can make more by SPS Too and More by GPU SPS (very complicated ) again but in all GPU solution you miss collision and Physics GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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