diff --git a/gpu-skinned-herds.html b/gpu-skinned-herds.html index 80cd38f..c0dc8fe 100644 --- a/gpu-skinned-herds.html +++ b/gpu-skinned-herds.html @@ -280,7 +280,7 @@

Godot gives you one Skeleton3D per character. Want 200 animals in a herd? That's 200 skeleton nodes, 200 draw calls, and 200 AnimationPlayer ticks every frame. Want 1,000? Now you're measuring in seconds per frame, not frames per second.

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We built a GPU skinned-instance renderer into Tinqs Engine that packs every pose into a single texture, uploads once, and draws every instance in one call. 25 crocodiles on screen right now. 1,000+ projected. Same bone count, same animation fidelity — a tiny fraction of the cost.

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We built a GPU skinned-instance renderer into Tinqs Engine that packs every pose into a single texture, uploads once, and draws every instance in one call. 25 crocodiles confirmed first. Then we threw 1,000 animals — 12 types mixed, random-walking — at it and the GPU didn't flinch. Same bone count, same animation fidelity, a tiny fraction of the cost.

Why the engine needs to change

The standard Godot approach — one Skeleton3D + one MeshInstance3D per character — works for a handful of animated entities. It breaks down hard at crowd scale: