@AhjNzdr@jettelly There's no reason for the CPU to calculate things that aren't needed for the game that's running. Ask yourself why this industry is full of un-optimized slop.
@ankkala There really isn't a one size fits all character controller. I'm not sure, it would be nice to have something this extensive, but I think a free downloadable asset is fine.
@GActual26316@VEsoterica@MasterKilluaTM I've mentioned this in his video. I hope he does show the black outline version of the mod. From what I've seen, it looks a lot more faithful to the OG.
Trying to figure out how to get these packs working on RMG so I can see for myself.
@311008DC@Soycrates Gonna be honest, I love watching those videos lmao. I usually have them on as background noise while I do other stuff though.
I saw one the other day about a game called "The Dagger of Amon Ra".
@silfaster1@SoftEngineer https://t.co/Vwr2BlYIRu
Oh ow. I just found this video. I never knew this UV2 trick was a thing, but it does make a lot of sense to use UV2 this way.
I do still think complex animations can have issues.
@silfaster1@SoftEngineer Is vertex animation using shape keys/morph targets? I feel like that could look off if any fast swinging motions need to happen since each of the vertices would have to move linearly. Maybe I don't know what vertex animations are.
@SimonNordon@ArtOfPilgrim For morph targets, are you suggesting shooting a mesh onto a surface and have that mesh morph over time? I wonder how expensive that can get.
@ArtOfPilgrim I think the tricky part would be connecting the vertices to connect an ongoing stream as you spray. Might be able to fake it with an effect that smooths the normals at any sharp cutoff points. I'm not sure what would be more expensive.
@ArtOfPilgrim This can definitely be done, but not too sure how I would do it. I guess a cheap low fidelity way to do it would be a particle effect with billboarding cards, but you can also do a lot of extensive vertex manipulation through shaders.
@TechPriestOrion@jk_globe You should be able to get a cleaner gradient than most methods because the engine is going to use math to determine the result. If there's issues, you could set up additional tweaks in the shader, but it should just work fine with raw values.