Re: SCPCBIrrlicht

#451
juanjpro wrote:I fixed 178-1's AI. I decided to modify their idle state a little bit, now they will walk around randomly instead of standing still.

Edit:
Spoiler
Image
Getting 115fps with lots of NPCs
Nice! I guess the facility has been swarmed!.....
Cue crickets

Re: SCPCBIrrlicht

#453
juanjpro wrote:Time to implement hardware skinning now, if the animations of these entities aren't synchronized then performance drops dramatically because skinned animation is slow to process on the CPU.
One day, I hope to be as good as you at programming and modelling.

Re: SCPCBIrrlicht

#456
Phanalax wrote:So does Irrlicht have native support for hardware skinning, or do you need to write the shader yourself? Hardware skinning can be a huge boost for performance when there are multiple animated objects in view.
In 1.8 I need to write the shader myself, and it only works with some ugly hacks (use vertex colors to encode joint indices so the shader can use the proper matrices), but there's a branch on the repository (shader-pipeline) that supports hardware skinning by default, so I'll be switching to it.

Re: SCPCBIrrlicht

#457
juanjpro wrote: In 1.8 I need to write the shader myself, and it only works with some ugly hacks (use vertex colors to encode joint indices so the shader can use the proper matrices)
Ouch..
juanjpro wrote:But there's a branch on the repository (shader-pipeline) that supports hardware skinning by default, so I'll be switching to it.
Nice! Hopefully it will make the game more stable and look better.