4b4ff9 No.27850
I'm trying to remember what something is called but I can't remember it's name. It's where when you have multiple objects in a scene of the same time that instead of loading the same mesh into ram multiple times you load one copy of the object and have the data for each instance of the character or object that is being rendered stored into an array on the object. It's for rendering large numbers of the same enemy/character/whatever with less resources. I had thought that was called deferred rendering but thats for lighting. Does anyone know what this is called I can't remember it for the life of me.
And example of a game this would be useful for would be dynasty warriors. You have larger numbers of the exact same enemy on screen so rather than have a seperate object/mesh to call render to for each you have one object with an array contain the details of each entity such and their health, location, state, frame of animation, etc. Then you issue a render call to that one object so that you only have one render call instead of a separate render call to each entity.
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4b4ff9 No.27851
i think the word you're are looking for OP is 'instancing'.
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4b4ff9 No.27855
>>27851
>>27851
Thanks so much anon. I got a concussion last month and I keep forgetting things since then.
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4b4ff9 No.27857
>>27855
Nprb. I pray you get better anon. I also got a concussion once.
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