Deform Prototype Versions Save

A prototyped framework for deforming meshes in the editor and at runtime in Unity. Not in development anymore, but it's still pretty awesome!

v0.1

5 years ago

No changes were made for this release. The only reason I'm making a release is to signify the end of this "version" of Deform. In no way does it mean Deform is production ready. From now on I will be working on a new version from scratch.

I have learned a lot from making Deform and MeshModifiers and think I can use my knowledge to make something even better. The emphasis of the new version will be performance. I haven't decided between using Compute Shaders or the new Job System. Maybe I can find a clean way to do both, although I doubt that's possible as the Job System's performance depends pretty much entirely on stringing multiple jobs together as dependents of one another. Having one job run on another CPU thread while the next one runs on the GPU would prevent efficient use of the Job System.

Deform, at the state of this release, is extremely easy to use and extend; however, it is at the cost of performance. I think I can maintain its ease-of-use while also improving performance, but at the moment I do think extensibility, while still very possible, will inevitably become more difficult and less intuitive.

Anyways, those are my current thoughts on Deform. I know it's not an insanely popular repo, but I thought I'd voice what's going through my head. :)