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How to optimize performance using instancing in a scene full of skinned-mesh?

I’m working on a web tower defense game based on three.js. Now I’m stuck at optimizing the performance.

My game loads two GLTF models as enemy and tower, both have skinned-mesh. When the player creates a tower or the game spawns an enemy, I use THREE.AnimationUtils.clone to clone the loaded model. Then I add this cloned model to the scene. For animation, I use THREE.AnimationObjectGroup to animate all the enemies.

This results in an average of 370 draw-calls per frame …

javascript three.js

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