Hey all, so I'm using an octree to raytrace meshes at the moment and it's working out nicely, but now I'm wondering how to apply it to skinned meshes.
Does it make sense to store the octree structure for every frame on disk, or possibly just compressed deltas? I'm thinking that could add up.
I'm hoping I don't have to generate it in realtime, it may be possible but that would take up some valuable compute time per frame.
Are there any techniques people here use or have heard about that could work?
I don't think that this community is the place to get answers to your 3D questions.
Are you using Photoshop or Dimension?
this has nothing to do with Dimension so I moved it to the lounge
octree raytrace is used in games like Asteroids where you trace lots of objects all smashing into each other... they are not popular now days because having more than say 20 objects moving around will be as good as modern systems can do
its very much a cpu system so Macs users may want to play it but to answer your main question sprites are what gets used because they are small (pre-rendored) assets