"This is a fun little thing I’ve been working on - spawning hundreds to thousands of an animal and assembling them into a larger version of itself.
Everything runs on the GPU, so it’s relatively lightweight. Each animal is animated with a vertex shader, and it already contains the vertex position of the animal mesh. So it’s just a matter of sending that same vertex buffer to the compute shader and using positions from that buffer to set the world position of each animal (particle) and animating them in a similar way to vertex shader animation.
These animals aren’t confined to assemble to just the bigger version of themselves either - they can assemble into any shape. The idea of small animals assembling into a larger version is really cool to see, and the vertex buffer already exists so might as well use it again.
Actually, some tiny animal assembling into a giant human shape would be cool too. I should try that soon. A boss monster perhaps." (c) Sean, the Wonhon: A Vengeful Spirit developer.
Assembling (June 1, 2020)
This is a fun little thing I’ve been working on - spawning hundreds to thousands of an animal and assembling them into a larger version of itself.
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