Nice! I guess the facility has been swarmed!.....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
Cue crickets
Nice! I guess the facility has been swarmed!.....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
One day, I hope to be as good as you at programming and modelling.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.
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.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.
Ouch..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)
Nice! Hopefully it will make the game more stable and look better.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.