I’ve made this 3D flag for my super cool DJ visualization tool. I am curious to know if any of it is particularly taxing on the processor or whatever (120 sprites) or if anyone can think of any better ways to do this (sometimes people say things like “animating the tint is hugely taxing!” and i want to see if there are any things like that which I can avoid).
For example, right now each sprite is in a separate GO. But I could easily reduce the number of GOs, and therefore the number of animations, by about 2/3 (although the number of sprites would be the same).
for i = sprites,1,-1 do
sprite.play_flipbook("go"..i.."#sprite", ""..i)
self.tint = vmath.vector4(0.1,0.14,0.324,1)
go.set("go"..i, "position.x", spritewidth*i)
go.animate("go"..i, "position.y", go.PLAYBACK_LOOP_PINGPONG, ygoal, go.EASING_INOUTSINE, duration, (i)/factor)
go.animate("go"..i.."#sprite", "tint", go.PLAYBACK_LOOP_PINGPONG, vmath.vector4(0.8,0.3,0.7,1), go.EASING_INOUTSINE, duration, (duration/4)+(i/factor))
end