post: only claim shipped tiers — crowd + hero, not impostor
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@@ -157,12 +157,13 @@ At runtime, `AnimalHerdRenderer` spawns one `skinned_herd` per animal type. The
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The bone-matrix palette technique is the same architecture used by Assassin's Creed Unity, Total War: Warhammer, and Hitman for their crowd systems. We're using the same core idea, in a Godot fork, with smaller VRAM — our low-poly animals keep textures tiny.
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The platform supports three tiers by distance, all driven by the same `(clip, count, speed, phase)` packet:
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- **Crowd tier (palette)** — baked poses, GPU-driven, zero CPU. Thousands of agents.
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- **Hero tier (real rigs)** — `AnimationTree` + `SkeletonIK3D` + `PhysicalBone3D` for the nearest few. Smooth gait blends, foot-lock, look-at, ragdoll.
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- **Impostor tier (2D billboards)** — sprite atlas indexed by view-angle and animation-frame. For very far agents.
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Stock Godot has no answer for this. `Skeleton3D` per character caps at ~20. `MultiMesh` can't skin. There is no built-in crowd animation path.
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One abstraction, three detail levels. The same code that drives 30 animals today will drive thousands of colonists at launch.
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The platform runs two tiers by distance, driven by the same `(clip, count, speed, phase)` packet:
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- **Crowd tier (palette)** — baked poses, GPU-driven, zero CPU. Thousands of agents in one draw call per type.
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- **Hero tier (real rigs)** — the nearest few agents get real `Skeleton3D` + `AnimationTree` + IK. Smooth crossfades, head look-at, ragdoll. Hidden from the palette so they don't double-render.
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Same code drives 30 animals today. Same code will drive thousands of colonists at launch.
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## What's deliberately not here
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