post: GPU-driven crowd animation — polished
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<a href="gpu-driven-crowd-animation" class="blog-card">
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<span class="blog-card__date">15 June 2026</span>
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<h2 class="blog-card__title">Zero-CPU Crowd Animation: How We Made 1,000 Animals Animate Without a Single Skeleton</h2>
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<p class="blog-card__excerpt">We rebuilt our crowd renderer to be fully GPU-driven — bake every animation frame into a bone-matrix palette once, then let each instance compute its own pose in the vertex shader. 1,000 animals: 60 FPS. CPU: idle. This is how AAA does crowds, and now it runs in our Godot fork.</p>
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<h2 class="blog-card__title">Zero-CPU Crowd Animation: 1,000 Animals, One Draw Call, No Skeletons</h2>
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<p class="blog-card__excerpt">Our crowd renderer bakes every animation frame into a bone-matrix palette once, then the GPU drives every instance itself — 1,000 animals at 60 FPS, each with its own clip and phase. This is how AAA does crowds. Now it runs in our Godot fork.</p>
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<span class="blog-card__read">Read →</span>
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</a>
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