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Interactive Animation
Game Development Interactive Animation Yingcai Xiao
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Video Game Interactive Animation: user-> interface (look) -> action (feel) -> feedback (A/V, haptic)
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Video Game Display User Controller Game (Software)
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Video Game Display Device Driver (GDI) Input Device Driver
Game (Software)
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Game Programming Components
The Gang of Four (G4) for Interactive Animation Controller (Input) Game Objects (Geometry and Attributes) Dynamics (Key Frame Animation) Event-driven Programming (EDP: connects inputs to animation scripts)
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Game controllers: input devices
The evolution of input devices: CLI (Commend Line Input) GUI (Graphical User Interface) NUI (Natural Interface)
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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, …
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Key-frame Animation Defining key-frames
Inbetweening with interpolations: Lerping (linear interpolation) parabola interpolation
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Key-frame Animation
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Neighborhood skeletons: define interpolated shapes
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Graphical languages P-curves (parametric representation of motion)
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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.
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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
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Double Buffering – Pseudo Code
void Draw() { useCanvas(bbfr); DrawObjects(); useCanvas(SCREEN_CANVAS); copyPixel(bbfr, viewing-rectagle); }
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Separation of Development Tasks
The Gang of Four (G4) for Interactive Animation Controller (Input) Game Objects (Geometry and Attributes) Dynamics (Key Frame Animation) Event-driven Programming (EDP: connects inputs to animation scripts)
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Two Aspects of Game Development
Look + Feel Look: Appearance Game Objects (Geometry and Attributes) can be created by artists though a visual interface like Blender and Maya or download prebuilt ones online (e.g.
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Two Aspects of Game Development
Feel: Controlled Animation animation scripts connected to input events via EDP implemented by programmers though a programming language or a visual interface like Unity3D
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Graphics HW and SW Layers
Application Game Graphics SW Initialization Utility Game IDE Application Library OS GUI API Event Loop Game Engine OS EQ Interface Graphics Library Graphics Engine Event Queue GDI OS GPU Graphics HW Graphics Card
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