Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


gobien

Member Since 02 Aug 2010
Offline Last Active Jan 04 2013 05:41 PM

Topics I've Started

Bones, matrixmanipulation or animation buffer

10 December 2012 - 01:25 PM

hi, this is my first post.
i'm programming a tiny game in webgl, and i would ask what is a better way to program animations:
actually i do a matrix transformation for every element of an object (a humanoid body for example),
i tryed to implement a bone system, where vertices are calculated from bone position, this is more cloth-like but too wavy.
so i'm thinking to do a very complex animation, and store precalculated vertices in a buffer and then ->
draw(offset,length)
frame1 -> draw(0,100)
frame2 -> draw(100,100)
and so on

is this a good metod? what about performance? and if can this work, are there somebody who did that?

PARTNERS