back with good news.
I’m using this plugin in my prototype. 5000 running skeletons.
[video]Skelot-DesertMeteora.mp4 - Google Drive
Plugin Status:
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Instances can be referenced by FSkelotInstanceHandle for gameplay purposes, something like TWeakObjectPtr
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Frustum and Shadow Frustum Culling added.
its all done in FPrimitiveProxy::GetDynamicMeshElements, there is no clustering yet , its just Frustum intersection with Sphere -
Sorting instances, generating transform matrices, … now is parallel using Collector.AddTask
Demo Status:
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integrated and optimized Chipmunk 2D physics engine for movement of characters. PhysX and Chaos couldn’t handle that much.
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movement using ParallelFor, and quality depends on distance. (distant characters won’t get interpolated every frame)
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terrain sampling is tiled and cached (not 5000 linecast per frame surely )