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Instancing #16

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unicomp21 opened this issue Nov 16, 2014 · 3 comments
Closed

Instancing #16

unicomp21 opened this issue Nov 16, 2014 · 3 comments

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@unicomp21
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adding it to the wish list :)

@rhulha
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rhulha commented Nov 17, 2014

I love the concept but I feel like to do the extension justice one would need to base the whole engine around the concept. Shaders need to be different, you need a concept of spawning instances and the MeshData needs to be split into shared and instanced data.

I wonder if it would be worth it to change the engine to be instance based only. I don't see myself supporting both ways...

@unicomp21
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I'm speaking a little too quickly here, but instancing is a great way to
save bandwidth, which is pretty key w/ webgl.

With instancing I could cut the download size of this puppy down to
nothing. Uncompressed it/s ~20MB, compressed ~5MB. Thinking I could do
some wicked cool stuff w/ instancing, thinking from a procedural
perspective.

http://lunchgamer.com/web/texture3D/texture3D.html

On Mon, Nov 17, 2014 at 1:55 PM, Raymond Hulha [email protected]
wrote:

I love the concept but I feel like to do the extension justice one would
need to base the whole engine around the concept. Shaders need to be
different, you need a concept of spawning instances and the MeshData needs
to be split into shared and instanced data.

I wonder if it would be worth it to change the engine to be instance based
only. I don't see myself supporting both ways...


Reply to this email directly or view it on GitHub
#16 (comment).

@rhulha
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rhulha commented Dec 11, 2014

@rhulha rhulha closed this as completed Dec 11, 2014
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