marciano wrote:
A few quick ideas for optimization on content side:
- You are using joints now and hence skinning for the animation. Since you don't deform the geometry, you could directly animate the meshes and completely discard the skinning.
- Instead of using four materials, you can create an optimized model which combines the 4 textures in one. If the user customizes the model, you just use the original 4-material model for that specific character.
Yeah, I could definitely do the animations that way. I might try that first.
As for the textures, I envision a lot of texture changes to the point where each character onscreen could potentially be made up of different parts. My thinking is that if I make a texture atlas for each mesh part (all heads, all arms, all legs, all bodies) but if each model part isnt batched, I wont save much. My other option is to write a batcher specifically for those nodes.
I agree that writing my own renderer really isnt the ideal option, but my needs are relatively modest. I've written animation code for skinned objects before so its not really an issue, although writing a collada parser for the data is an exercise in boredom
Its just attractive because GLSL isnt my usual shader language so I could write a loader and use my usual cg. But I'll stick with horde a bit more, at least to the point where I have a UI and the usual picking/editing functionality in the game in a horde version, just to do a direct comparison to my Ogre implementation.