post: merge into single GPU-skinned herds article
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<span class="blog-card__read">Read →</span>
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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: 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 href="gpu-skinned-herds" class="blog-card">
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<span class="blog-card__date">14 June 2026</span>
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<span class="blog-card__date">15 June 2026</span>
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<h2 class="blog-card__title">GPU-Skinned Herds: One Draw Call for 1,000 Animated Characters in Godot</h2>
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<p class="blog-card__excerpt">Godot can't batch-render 1,000 animated characters. We built a GPU skinned-instance herd renderer into the engine itself — already driving crocodile herds in Ariki. Pre-built editor binaries for macOS and Windows.</p>
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<p class="blog-card__excerpt">Godot can't batch-render 1,000 animated characters. We built a GPU-driven crowd renderer into the engine itself — bake every animation frame into a texture once, let the GPU drive every instance. 1,000 animals, 60 FPS, zero skeletons. Pre-built editor binaries.</p>
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<span class="blog-card__read">Read →</span>
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</a>
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