'dynamic mesh deformation' code?

Blitz3D Forums/Blitz3D Programming/'dynamic mesh deformation' code?

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

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)