Advertisement Jump to content
  • Advertisement
Testing drawing lots of animals
© Caveman (C) 2000-2013 Rockland Software Productions
Image Tools

Testing drawing lots of animals

Norman Barrows
Sign in to follow this  

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!


© Caveman (C) 2000-2013 Rockland Software Productions
Sign in to follow this  
From the album:


  • 68 images
  • 2 image comments

Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!