The first animation system I created, which I currently use, was designed with UI components in mind. Things like buttons, windows, forms & controls, stuff like that. The current animation system I have for this is very good at moving something from one predefined point to another: from A to B. Or from rotation value X to rotation value Y. But always from one finite value to another finite value.
I'll keep this around, because it's useful, but games are not so rigidly constructed as UIs. I'm forming the opinion that it's better to not rely on knowledge of predefined points when moving game objects, but rather rely on movement values such as velocity and direction, and just react accordingly to those values over time. So in consuming yet more R&D time before I put any more tutorials out, I'm going to construct such a thing. I have a few ideas I want to play with which may prove very useful.
I'm also working on a grid object which can be incorporated into the parent/child system so that at any point, a grid w/ a camera can be arbitrarily put anywhere & globally transformed by it's parent.
12/8/07
Velocity, distance and time
by
emachine74
@
12:48 PM
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