From 107e880cec6afcdb51d022443d42e3a6587a4b6b Mon Sep 17 00:00:00 2001 From: Keenan Woodall Date: Thu, 11 Apr 2019 16:44:58 -0500 Subject: [PATCH] Update README.md --- .github/README.md | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/.github/README.md b/.github/README.md index 23dd511..0507600 100644 --- a/.github/README.md +++ b/.github/README.md @@ -16,6 +16,8 @@ A fully-featured deformer system for [Unity](https://unity3d.com/). Deform is mu ✔️ 40+ deformers! +✔️ Meshes can be saved! + ✔️ Easily extendable! ✔️ Works in worldspace! @@ -47,6 +49,11 @@ Yes. You can create a single deformer and add it to multiple deformables. Each deformable has it's own unique mesh. Duplicating and instantiating deformables shouldn't cause any issues. +## Limitations +Deform is runs on the CPU. While it *is* incredibly fast, you should not expect to get performance comparable to vertex shaders. Also, because meshes are modified on the CPU each mesh has to be unique. From what I understand, this means each mesh will require a new draw call. Deform is not meant to be used at a massive scale. If you need to deform an entire world, tons of meshes, or an incredibly high poly model use vertex shaders. + +**tldr:** Use shaders if you need speed, use Deform if you need modularity and ease-of-use. + ## Acknowledgments * Thanks to [Thomas Ingram](https://twitter.com/vertexxyz) for going the extra-mile to help with editor scripting. * Thanks to [Alexander Ameye](https://twitter.com/alexanderameye), [William Besnard](https://twitter.com/BillSansky), [Raphael Herdlicka](https://www.herdlicka.net/) and [David Carney](https://twitter.com/thedavidcarney) for testing Deform and giving helpful feedback.