I'm begining a new project which will need to have a large number of keyframed entities animating simultaneously. Currently, I've got about 15,000 polys, 100 animated entities which have quite a few frames of animation (100), but they aren't vertex animated or boned. They are transform animations. Anyway, while using CaptureWorld() the FPS is about 10 - 15 less. This isn't the bothersome part. As the animation runs to the end the FPS drop further and further from about 33 with CaptureWorld() or 43 without, all the way to 1 - 2 FPS. Then when the animation begins again the FPS jump back up and it begins to slow down again. It's funny but it really drastically slows down right before the animation loops back.
I'm guessing it's just that the code has to search 100 entities and search through 100 frames for each one which is just killing it. What's strange though is that I've used copy entity. Is there some way to play the animation for the original and just have the others follow. I guess I'll have to experiment. Any clues to how animation works and also any optimizations would be nice. Up till now I've mainly used dynamic animations for my games (True-Vol and Aerial Antics, AA used a little standard animation).
Anyway, I'm going to need a little over 100, maybe 110 animated entities in this game and I'll need many speed tricks.
I'm guessing it's just that the code has to search 100 entities and search through 100 frames for each one which is just killing it. What's strange though is that I've used copy entity. Is there some way to play the animation for the original and just have the others follow. I guess I'll have to experiment. Any clues to how animation works and also any optimizations would be nice. Up till now I've mainly used dynamic animations for my games (True-Vol and Aerial Antics, AA used a little standard animation).
Anyway, I'm going to need a little over 100, maybe 110 animated entities in this game and I'll need many speed tricks.