chengkehan/GPUSkinning
None observed · 2026-08-28
Health v2 · maintenance only
23/100
- Activity 0
- Release rhythm 8
- Longevity 100
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-02. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 3486
- days_rel: n/a
- days_push: 2600
- n_releases_24m: 0
Adoption not part of the score
1062 stars · 229 forks observed · 2026-08-28
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-30, confidence not recorded
A Unity library that replaces Unity's built-in CPU bone animation with custom GPU skinning, storing bone matrices in textures or compute buffers and using GPU instancing and LOD for performance. It includes an editor tool and supports legacy, generic, and humanoid animation types.
Use cases
- render thousands of animated characters cheaply in Unity
- move skinning from CPU to GPU for crowd scenes
- use GPU instancing for skinned meshes
- apply level-of-detail to animated characters
- attach props like weapons to animated bone joints
When to choose
- you need to render large crowds of animated characters in Unity
- CPU skinning is a performance bottleneck
- you want GPU instancing and LOD for skinned meshes
When to avoid
- you need actively maintained or production-supported software
- your project doesn't use Unity
- you rely on Unity's built-in animation system features not covered by this tool
Facets
library · maturity maintenance
graphics animation simulation graphics performance game-engine unity gpu-skinning gpu-instancing vertex-shader crowd-rendering level-of-detail game-development gpu
1 source
- readme: https://github.com/chengkehan/GPUSkinning · fetched 2026-08-28 · 67eacb3bf07c
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| chengkehan/GPUSkinning | main | 23 |
For agents
markdown · JSON · MCP: product_card(name="chengkehan/GPUSkinning")
Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem