Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

117 Neutral

About gobien

  • Rank
  1. I thought to apply this just for main characters, such as 150-200 vertices per frame
  2. 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?
  • 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!