Introduction to Game Development 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
Key-frame Animation
Neighborhood skeletons: define interpolated shapes
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 – Pseudo Code void Draw() { useCanvas(bbfr); DrawObjects(); useCanvas(SCREEN_CANVAS); copyPixel(bbfr, viewing-rectagle); }