What do you think about parametric modeling? I made a class mglGeometryGenerator it assembles one geometry from primitives. Functions makeCube, makeSphere, makeRing, makeCylinder. They were written for me by deepseek (lol). They create an array of vertices, normals, UVS and indices.
The second class mglModelGenerator creates a model from geometries by adding a material.
Ah, the crux of the problem. Creating a sea mine model in Blender consisting of a sphere, a ring and 18 * 3 cylinders, I found that the glb model takes up 600 kb!
Seriously? This is not optimal. What about creating a model in the engine?
And here I did it. Absolutely the same mine as in blender ToDo: sea mine
I think it’s worth adding InstancedMesh for repeating parts.
Great, it works. But what about animation? I tried VectorKeyframeTrack, but what about something more?
Let there be mglAnimation!
I did rotation, scaling, blink: ToDo: sea mine - animate
Are there other animation options and effects that I can use?
Suggest a vertex shader with flying triangles for an explosion effect.
I also want to add a fire effect https://codepen.io/mjurczyk/pen/OJXrqjK
I think creating models in the engine is an interesting way to save traffic and fully control the assembly and animation of the model.