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Caveman (C) 2000-2013 Rockland Software Productions
Testing drawing lots of animals
The game will need to be able to draw lots of individual instances of animated characters at once (100 or more). So skinned meshes are sort of out of the question. Instead, the game uses a rigid body modeling system, which tends to run about 6x-9x faster than skinned meshes. This was one of the first tests of seeing how well the system held up while drawing lots of animated characters onscreen at once. As expected, it worked just fine. the same system was used in the original version back in 2000, and at that time on baseline pc's of that era, it could do 50 characters onscreen at once. it looks like it can do 100-200 on today's baseline pc's right now as it stands. note that it hasn't been optimized for speed yet, it doesn't even use shaders!
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