A8 will have a very nice feature that is a good selling point: GPU-based bone animation.

In the manual, you still propose to use vertex animation when a lot of actors are moving (like crowds, armies, etc.). Is this proposal still valid if you use GPU-bones animation VS. CPU-based vertex animation?

Other than that: (and here comes my proposal) --- are you considering GPU-based vertex animation in the future?

OR: Are you calculating the vertex positions in a multithreaded fashion? If you do not plan to add GPU-based vertex animation and do not multithread the calculations - is there are way to replace your calculations by my own so that I can set up my own animation format for models and calculate it on the CPU by myself by using multithreading under C++? Would you be so kind and give an example for this, then?

This is especially useful if you are doing procedural animations, so if you want to extent the engine into that direction... then... just my two cents :-)

This is an important topic for me,
so, thanks in advance,
-Christian

Last edited by HeelX; 05/31/10 18:56.