The bottleneck for a MMORPG is skeleton animation’s matrix calculation. hower, in SM2.0 it is hard to solve.
Here is a proposal for cpu free algorithm: https://developer.nvidia.com/content/mesh-skinning (Vertex offset method)
I wonder this method need a pre-calculation for each bone matrix, and without interplation between matrix.
Require: 100% CPU free skeleton animatorSoftware: Away3D 4.x |
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laoyu2003, Newbie
Posted: 21 March 2013 05:46 AM Total Posts: 14 |
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Somokon, Member
Posted: 21 March 2013 10:46 PM Total Posts: 75 [ # 1 ] Away3D skeletal animation does do hardware skinning. However, due to limitations of Stage3D, your skeletons/animations are limited to a maximum of 4 bone (joint) weights per vertex, and a maximum of ~42 bones (joints) (128 vertex constant registers, divided by 3 constants per bone). If you go above these limitations, away3d will fall back to calculating vertex positions on the CPU. |
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laoyu2003, Newbie
Posted: 22 March 2013 03:41 AM Total Posts: 14 [ # 2 ] Thx for quick reply. |