Demo Time!
This time around we are showing off the scale at which IKinema’s full body IK solving can be implemented. The video below showcases IK solving used to procedurally generate animations for 650 individual characters in a single map running at a solid 60FPS on PC. With a strategic use of LOD to reduce the number of solves far in the background and a solve time of around ~0.1ms per character in the foreground, we get smooth performance and quality solving on a large scale.
In other news, for anyone interested in VR, we released a new demo project (found here), to showcase some of the new features found in the latest release of RunTime (we will be following it with an updated tutorial shortly).
If you have any questions or comments, leave them below.