• Runtimes
  • Best practices for using a massive size skeleton?

Hi I'm going to have a shadow-of-the-collosus style boss enemy in my game, with the size stretching far otuside the screen limits, with the player gradually climbing on it.

I just want to know whats the best way to approach this from an optimization standpoint. What are the pitfalls?

I plan on using clipping to render only the part thats on screen

I'm using libgdx and Spine 4.1

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Don't use Spine's clipping for this! For a clipping attachment in Spine you want to clip the fewest number of vertices (definitely not your whole skeleton!) using the fewest clipping attachment vertices (ideally 3).

There's not really any difference from any other skeleton. All the same performance considerations apply. I would not do any additional optimization until you see there is a problem.If you had to you could split it up into multiple skeletons, or use skins to make parts of the huge skeleton inactive. Chances are decent though that you could just render your skeleton, especially if you don't go overboard with mesh vertices or other performance eating features, like clipping.
https://esotericsoftware.com/spine-metrics#Performance