05-12-2014, 07:35 AM
Hi,
there are no known performance hits. Saying that, you may suffer from Curvy's caching mechanism depending on your settings and actions. Fortunately you are able to configure it the way you want it. Please post a screenshot of your spline settings...
In general, the cache will be rebuild everytime you change a CP's Transform or add/delete a CP. Rebuilding means that SegmentCount*Granularity sample points will be interpolated and stored (Position,Tangent,Up-Vector,Distance). Later in your game, you'll be able to move along a spline using a simple lerp of those sample points.
For a start, please lower the Granularity down to 1. This will render the usage of cached data mostly useless, but it's a good indicator if recalculation of the cache is the problem.
Jake
there are no known performance hits. Saying that, you may suffer from Curvy's caching mechanism depending on your settings and actions. Fortunately you are able to configure it the way you want it. Please post a screenshot of your spline settings...
In general, the cache will be rebuild everytime you change a CP's Transform or add/delete a CP. Rebuilding means that SegmentCount*Granularity sample points will be interpolated and stored (Position,Tangent,Up-Vector,Distance). Later in your game, you'll be able to move along a spline using a simple lerp of those sample points.
For a start, please lower the Granularity down to 1. This will render the usage of cached data mostly useless, but it's a good indicator if recalculation of the cache is the problem.
Jake