Right now there seems no handy way (or no at all?) to create animations in Gh to be used in, say Unreal Engine game.
I mean animations where each frame is created by recomputing algorithm (changing parameters). Those would potentially have different topologies, so I think they won’t work for that.
So here is my feature idea for Quad- and Tri- remesh which would make it possible:
split main input (source geometry) to 2:
1st - source geometry (brep\mesh\subd\nurbs surface(s))
2nd - source geometry, used only for topology deciding (optional, if not used - “source geometry” input is used for this purpose which would give the same result as it works right now)