Chia-Wei Hsu wrote:
> Hi,
>
> I am designing a multi-player game which could potentially contain hundreds
> of full 3D figures. Each figure represents one player. It will use
> DistanceLOD to improve performance. It can be picked to show the player's
> information and can be animated independently in response to different
> trigger events, including key events and transform changes. There are
> a number of different animated behaviors for each figuer such as walking,
> running, attacking, etc. I am trying to find out the best way to do
> animation in term of performance and memory usage.

Check out my NWN loader at http://nwn-j3d.sf.net. It allows you to load
models composed of umpteen parts, separate for each body joint and
animate them independent of each other. Thanks to fact that meshes are
not deformed, same geometry can be reused for all instances of given
model - using display lists. On the other hand, with closeup, it does
not look so good in some cases.

Switch nodes are out of question. Morph nodes - possible, but you will
waste a LOT of memory. Some kind of skeletal system is an answer here.


Artur

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