Yeah I know what you were both talking about, I was referring to the go node madness which I know kills perf quite a bit
Technically I can do some automated mesh collapsing too. Where I can get nodes collapsed on load by pushing down the transforms and ending up with much fewer meshes too. I did test doing this in the past, and its a good/quick win.
Also, I had looked at doing an instance shader too (since my shaders are custom anyway ). I did this with the world renderer I did, by passing in instance data as a texture - very messy but doable.
On another update note. The ozzanim lib is in and loading gltf anims nicely with a full ozzanim hierarchy. Will look at using a custom shader for anim tomorrow and see how that goes.
Out of this work I expect to update a couple of libs:
- geomextension will become alot more friendlier to creating meshes without the silly pool.
- defold-nuklear ui (have been updating that as I go atm).
- ozzanim - this will be a new lib that people can use to load anims via gltf, glbs. will obviously need shaders or some api to hook into current defold anim (not looked at that yet, since I need runtime).
- gltfloader lib - all lua based with some reliance on geomextension.
Hope to get these updated in around a week once the base Director and Act interface is working.