somethingfunky,
The code alteration looks okay, though, you don't have to save 3 different wave params per jelly fish, because that part just gives a global kind of wave effect. the same 3 parameters can be used for all jelly fish, but i suppose the time saved would be neglible anyway.
The whole thing has kind of given me an idea though - perhaps saving 4 or 5 base meshes to represent the cycle and then using tween-morphing between each one will be slightly more efficient. If the tweening was linear, I wouldn't have to use the expensive sin/cos + sqr functions, but the animation mightn't look quite as good.
Oh, and I will be switching to types - sorry, they are just way easy to get your head around than arrays!
Also, using LOD might be a genius idea too. . . but for starters I think I'll create a much lower poly mesh using 3ds Max for the jelly. I shouldn't be needing over 2000 tris for a jellyfish - now come on! :O)
The code alteration looks okay, though, you don't have to save 3 different wave params per jelly fish, because that part just gives a global kind of wave effect. the same 3 parameters can be used for all jelly fish, but i suppose the time saved would be neglible anyway.
The whole thing has kind of given me an idea though - perhaps saving 4 or 5 base meshes to represent the cycle and then using tween-morphing between each one will be slightly more efficient. If the tweening was linear, I wouldn't have to use the expensive sin/cos + sqr functions, but the animation mightn't look quite as good.
Oh, and I will be switching to types - sorry, they are just way easy to get your head around than arrays!
Also, using LOD might be a genius idea too. . . but for starters I think I'll create a much lower poly mesh using 3ds Max for the jelly. I shouldn't be needing over 2000 tris for a jellyfish - now come on! :O)