Writing this thread up as a fuller piece (for Gamasutra probably?), going into a bit more detail in places. Is there anything in particular folks would like to see in more depth?https://twitter.com/SFBTom/status/1254870214287769602?s=20 …
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Als antwoord op @SFBTom
dont know if this is a dumb question, but i am curious why the characters have to broken into/rendered as complex polygon meshes? i'm used to game maker where sprites are just treated as quads
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Als antwoord op @theBanov
Not dumb at all! If our anim is at 30fps, 1 second of anim would be 30 large PNG sprites (as quads) if we just went the sprite sequence route. So instead, we split up the animation into much smaller movable parts, and re-animate them using the exported data and parts...
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Then we combine into one big mesh when rendering so there's only one DrawMesh call we have to make, and we use polygons for each part just because it means they can pack much tighter in the single giant spritesheet, meaning we can get higher quality out!
1 antwoord 0 retweets 2 vind-ik-leuks
aaa wow. makes sense with so many layers and frames, gotta squeeze all that juice out... thnx!
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