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Game Development Animation. Yingcai Xiao. Video Game. Interactive animation: user-> interface (look) -> action (feel) -> feedback (A/V, haptic). Animation. Animation: any change that has a visual effect. Motion Dynamics: movements (geometry change)
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Game Development Animation • Yingcai Xiao
Video Game Interactive animation: user-> interface (look) -> action (feel) -> feedback (A/V, haptic)
Animation Animation: any change that has a visual effect. Motion Dynamics: movements (geometry change) Update Dynamics: attribute change (color, texture, …) Others: camera position, lighting, rendering techniques, …
Key-frame Animation • Defining key-frames • Inbetweening with interpolations: • Lerping (linear interpolation) • parabola interpolation
Graphical languages P-curves (parametric representation of motion)
Animation Control • Explicit: animator provides a description of everything that occurs in the animation. • Tracking live action. • Procedural: movement computed by a procedure. • Actors (Object-oriented high-level procedural control) • Kinematics: positions and velocities of points. • Dynamics: physical laws that govern kinematics. • Physically based: cloth draping, plastics bending, … • Constraint-based: constraint movements.
Double Buffering Why? To reduce flickering How? Draw to the invisible back buffer Copy to the visible front buffer. (Btblt)==>very fast with HW assistance
Double Buffering – SRGP Pseudo Code void Draw() { SRGP_useCanvas(bbfr); DrawObjects(); SRGP_useCanvas(SCREEN_CANVAS); SRGP_copyPixel(bbfr, rect, pnt); }
Animation in Unity3D • Key-frame animation