Game Development Reference
In-Depth Information
Figure 3-13. iOS content settings for the Labyrinth content project
Storing 30*80 matrices per second would result in 30*80*16*4 bytes = 150 kB, so at 6-7 seconds, a megabyte of
animation data is needed. If we can get away with 36 bones, just 6 fps, and storing 12 values per animation matrix,
this figure decreases to 6*36*12*4 bytes = 10 kB. Obviously, if the animations do not look good with less data, you need
to increase the fps. In most projects, we have either saved enough pre-calculated animation matrices to look good
enough, or we stored only the bare minimum and used blending between the animation matrices at the cost of a few
CPU cycles to save a lot of memory.
 
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