Dangly mesh is expensive. It really eats up processing most especially on area loads. As far as edge breaks, you could try something with a flat plane where only the inner sections moved and the outer edges remained static, that would stop the tearing effect.
You MUST match the verts on the outer edges exactly to get this to work. IE, if one tile has a vert at 500,0,0 the tile(s) that might connect to it must also have a vert at the exact same position (or opposite as in 0,500,0. Any verts inside that border could be set to move and they would according to the individual weights of the verts.
About the closest you could see something like this is the water planes on the Castle Rural set from 1.69 with the beach edged tiles. Although I think they are using animesh and not using auroraflex. (Auroraflex is danglymesh).
Just remember that Auroraflex/Danglymesh is at least twice as expensive as a static object. Per vert. The engine has to check each vert for it's weight, then apply environment affects to it, vert by vert.
It CAN be done, just keep your area size small. I think 10x10 would likely cause issues, but it may actually work up to that size.
CTP applied dangly mesh to various objects within tiles, the more objects, the greater the lag in a given area. We kept the total number small and the size of the objects small, to help alleviate some of that load. We wanted better graphics, verses movement.
NWN Aurora engine was NOT written for threading, oh, you can set the number of processors etc, but the engine doesn't really use them, and in some cases will crash if set to higher than a single processor anyway. it is really dated by today's standards. it is also why Bioware moved on to other engines, to rewrite Aurora would not be worth the effort and expense.
Anyway, Small area sizes, proper attention to border verts positioning, and less weight on the next vert inside the border, IE giving more weight as you move to the center, it should work. On larger areas, multiple tiles across, if the weighting is done properly (again making sure the outside verts do NOT move) you won't notice that the actual border doesn't move.
Modifié par Bannor Bloodfist, 30 juin 2012 - 05:01 .