Jump to content

  • Log In with Google      Sign In   
  • Create Account

14 years ago on June 15th Gamedev.net was first launched! We want to thank all of you for being part of our community and hope the best years are ahead of us. Happy birthday Gamedev.net!

#Actualmrheisenberg

Posted 20 October 2012 - 12:44 PM

thanks for the replies,I think you're right that a single vertex buffer is better,the blown off limb will be a totally different mesh anyway,since it would require for instance - having torn off skin and blood at the place where it was attached to the body and exposed bones on the texture.

EDIT:how do you think it's done in Dead Space 2?I think they have a different mesh type for each limb and for the body for each type of limb blown off?How else would they add the bloody torn off flesh at the torn off joints otherwise

Posted Image

#2mrheisenberg

Posted 20 October 2012 - 12:41 PM

thanks for the replies,I think you're right that a single vertex buffer is better,the blown off limb will be a totally different mesh anyway,since it would require for instance - having torn off skin and blood at the place where it was attached to the body and exposed bones on the texture.

EDIT:how do you think it's done in Dead Space 2?I think they have a different mesh type for each limb and for the body for each type of limb blown off?How else would they add the bloody torn off flesh at the torn off joints otherwise

#1mrheisenberg

Posted 20 October 2012 - 09:14 AM

thanks for the replies,I think you're right that a single vertex buffer is better,the blown off limb will be a totally different mesh anyway,since it would require for instance - having torn off skin and blood at the place where it was attached to the body and exposed bones on the texture.

PARTNERS