Then, apply skeletal animation to this object.
Now, we need to initialize cameras in 8 different angles.
Capture object in different angles, store in framebuffer.
Generate Billboard object, simple quad object that always facing towards camera.
Apply captures on the billboard object.
Calculate which camera’s capture should be used by calculating angle between camera & object.
Determine whether object was collided with enemy or ally objects.
If object was not collided, move it.
If object was collided with enemy object, attack.
Determine object’s animation state by it’s current collision state.
Massive animating object rendering, couple acceleration methods used in this project. Gpu Skinning, Imposter rendering, Frustum culling