This evening I made some progress.
Turns out that the MD5 models take way less memory. Allthough the quality is slightly worse than the MD2 stuff.
But performance over quality in this case.
I still have to redo a lot of code on the ludum dare project, but made a proof of concept with 120 actors.
Random 12 animations on three different type of actors. (the 3 actors have idle,run,walk and attack animations)
What you see here is that I move all 120 actors at the same time using the keyboard controls (4 way movement).
As well as moving the mouse on the Y-coordinate that zooms-in and out.
On the Left is the HTML5 version and on the right is the Windows version.
Do not confuse this output with previous images in this thread because those are multiplayer things. This is just showing the
performance and memory consumption of both versions running at the same time.
Maybe you can still see the number of memory consumption of these 120 actors??
Chrome consumes about 1 GB.
The windows version about 200MB.
I must say that the previous versions I had on the ludumdare did a load of the MD2 for EACH actor.
This method uses a preload of the assets and I found that I could CLONE the assets.
The LudumDare entry did load the assets FOR EACH actor and animation. I didn't know at that time that I could use
.clone on the animated meshes.
I did a quick test with the MD2 stuff but that didn't give me these drastic improvements as seen by the MD5 stuff.
This all seems way better to go forward and implement the same in the Ludum Dare entry. Because I did do something so differently it will take however a lot of changes to the current project to be on the same path as I left it on Monday
But ... I have way more time; like a half year; before next Ludum Dare HaHaHa