Timeline for Abstracting Entity System animation states
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
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| Mar 16, 2012 at 21:41 | comment | added | Patrick Hughes | FYI: worrying about memory for strings in your program at this stage is wasted time, that's called "premature optimization" and generally a bad idea. Later, if strings really ARE causing a huge load they can be turned into short CRC numbers to shrink them all considerably, at the expense of debugging ease and an extra step to your build process. | |
| Mar 16, 2012 at 21:39 | comment | added | Patrick Hughes | Blending is a pretty common term in animation, it literally means that you blend two (or more) base animations together to get the final output. In the 50% example I'm assuming a blend of 50% "Idle" and 50% "Walk" which would produce a half speed stroll fowards. In this way you can continuously vary movement from "Idle" to "Walk" and then "Run." Blending will later let you do things like have the lower torso running while the upper torso is shooting a gun, or waving at someone, etc... If your animation engine doesn't support blending, use this as a way to think about it and not a rule. | |
| Mar 16, 2012 at 21:29 | comment | added | petermer | So, you suggest using a couple of if's inside the animation system; I was previously skeptical about using dictionaries of strings (in C++), memory-wise. Having read today about hashtables though, I find your answer simple enough. Regarding, the 'blender' part: Does "adding 50% walk" mean replacing some frames with the 'walk' ones at 50% of the time? | |
| Mar 16, 2012 at 19:19 | history | answered | Patrick Hughes | CC BY-SA 3.0 |