Have a "plugin" that writes to the mesh info stack, then, you just call "vertexcoords" once, and the whole thing gets updated ;)....
Well, thats theory, ive not gotten around to that yet!
Currently, sadly, its VertexCoords. :/ The visible damage can be disabled though if its an issue, and the particles still work. The use of mesh deformation doesnt bring up much of a slowdown up to a count of 1500 polies.. Dont worry you lot, il release the "crunch" code soon as i finish tweaking it... keep yer eyes on the Code Archives ;)
However, in the event of a problem with a machine, just disable it and itl be fine.
now, the question is, why doesnt blitz have an "updatemesh" function, that updates the meshes at that point, rather than everytime "vertexcoords" is used! :/ oh well...
Well, thats theory, ive not gotten around to that yet!
Currently, sadly, its VertexCoords. :/ The visible damage can be disabled though if its an issue, and the particles still work. The use of mesh deformation doesnt bring up much of a slowdown up to a count of 1500 polies.. Dont worry you lot, il release the "crunch" code soon as i finish tweaking it... keep yer eyes on the Code Archives ;)
However, in the event of a problem with a machine, just disable it and itl be fine.
now, the question is, why doesnt blitz have an "updatemesh" function, that updates the meshes at that point, rather than everytime "vertexcoords" is used! :/ oh well...