If something like this is done for an animation where every model moves, I assume that it would take an unbelievable amount of RAM: for storing each transform, and each individual set of transforms for each point in time. Do people just have to use better machines with 100s of GBs of RAM, or are there other ways?
Nian980
I think the solution you're looking for is called instancing, and has been used in game engines for decades. Here's a link I found for instancing in OpenGL; it's hard to find a single comprehensive resource, so feel free to google more on this topic. https://learnopengl.com/Advanced-OpenGL/Instancing
If something like this is done for an animation where every model moves, I assume that it would take an unbelievable amount of RAM: for storing each transform, and each individual set of transforms for each point in time. Do people just have to use better machines with 100s of GBs of RAM, or are there other ways?
I think the solution you're looking for is called instancing, and has been used in game engines for decades. Here's a link I found for instancing in OpenGL; it's hard to find a single comprehensive resource, so feel free to google more on this topic. https://learnopengl.com/Advanced-OpenGL/Instancing