infantry charge
Community Forums/Showcase/infantry charge| 
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| Keep in mind this totally bogged down my system, but I thought it was still a neat picture.  FYI, those are placeholder muskets. 100 animated B3D models.   | 
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| wonder why it would bog down your system, doesn't seem too busy. | 
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| Blitz sucks at rendering multiple animated meshes as it handles vertex deformation on the CPU (rather than the GPU). | 
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| Very Nice! | 
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| Are you loading the b3d mesh just once then using CopyEntity to produce all the different soldiers? If so, try loading the mesh file seperately for each soldier - in my tests I could have 100s of b3ds animating if I did this, using CopyEntity it dropped the framerate to about 1 or 2fps. | 
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| It's not that I want to have that many units on screen at once.  I was working on tweaking animation speeds in conjunction with forward progress speeds to make the actual animation look correct.  The more units I added, the more varied the results became.  They all started lined up shoulder to shoulder, and at my command, "charged".  I think the result was quite pleasing as you can see by this time they are at all different forward positions and animation frames.  I will however, try your suggestion as I simply used CopyEntity to produce all these.  Will post later on the result. | 
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| The performance difference seems insignificant.  However, using CopyEntity to produce all the soldiers, the startup of the app takes about 1/2 a second.  Using LoadEntity() each time, it takes about 6 seconds for Blitz to load the mesh 100 times. | 
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| Yes loading will take longer, but when I tested it the framerate drop when using CopyEntity was huge but it seems you don't have that same problem. | 
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| What does CopyEntity internally? |