timleader / gba-demo

tech demo for the gameboy advance
MIT License
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optimize character mesh for quad/polygon rendering #49

Closed timleader closed 3 years ago

timleader commented 3 years ago

The character mesh we originally built with triangles in mind, we should be able to reduce the polygon count by restructuring the mesh to be more polygon focused.

Blue Roses Tech - Resident Evil demo - could handle 4 characters rendering on screen at the same time, lets try to get there.

timleader commented 3 years ago

Export each frame from 3ds max as OBJ then pack via Unity, don't use Unity's imported mesh, work directly from the file

timleader commented 3 years ago

Do we need each frame or can we just interpolate between a few

timleader commented 3 years ago

Have C# interpolate the frames, in order to figure out if it is a good approach

timleader commented 3 years ago

First pass catches vt, f other passes catch v as each frame (validate vt and f are the same)

timleader commented 3 years ago

Need to think about creating each character or are they just texture variants