I use a little different approach for various static cases to use spline deformation on GPU and then apply it on CPU where needed for collisions, but for animation it should clearly stay on GPU.
@Fyrestar Oh, yeah! Sure I remember the gif of this approach Its visual inspired me, though I had no idea how it works internally. And as I like to re-invent the wheel , I made it with my own vision on how it should work
Path positions and Frenet Frames (containing tangents, normals and binormals) are generated using three.js Curve class.
These are stored in a DataTexture in 4 rows.
Several years ago I wouldn’t think that I’ll have thoughts similar to ones of three.js rock stars