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            天行健 君子當(dāng)自強(qiáng)而不息

            Timing in Animation and Movement

            Timing in Animation and Movement(6)      摘要: Using time−based animation is crucial to achieving smooth playback, but what good could using time−based movement possibly do? Sure, moving a few objects around a set path is neat, but is that all you can do? The answer is a resounding no! There's much more you can do with time−based movement, including creating in−game cinematic sequences, like those from games such as Silicon Knights' Eternal Darkness: Sanity's Requiem In Eternal Darkness, the player is treated to animation sequences that play 
             
            Timing in Animation and Movement(5)      摘要: A path by its lonesome self does you little good; there are times when you need to string together a series of paths that an object must follow. I'm talking about complex paths that are both straight and curved. In fact, we're no longer discussing paths; we've moved on to the advanced topic of routes!  
             
            Timing in Animation and Movement(4)      摘要: In your game, the paths need not be so straight. You can have your objects move along a nice, curvy path, such as when a character walks around in a circle. Trying to define a smooth circular path using straight lines is nearly impossible, so you must develop a second type of path−one that can handle curves. Not just any type of curve, however. Remember that this is advanced animation−we're going for the big leagues here, and that major hitter you want is a cubic Bezier curve! As Figure 2.3 illu  
             
            Timing in Animation and Movement(3)      摘要: Time−based motion doesn't just apply to animation. Movement is also a major part of your game, and basing movement on time guarantees that all systems will run your game consistently, regardless of how fast or how slow they are.

            The most common use for time−based movement is when you want to move an object a set distance over a period of time. For example, suppose a player moves his joystick to the right, so your game responds by moving the on−screen game character to the right a little 
             
            Timing in Animation and Movement(2)      摘要: In the olden days, games were made to animate graphics based on every frame processed. To ensure that the animations always ran at the same speed, those games sometimes limited the number of frames per second that could be processed. Of course, those old games were made for computers that couldn't easily process more than 20 to 30 frames per second, so it was safe to assume that limiting the number of frames per second would never surpass that 20 or 30 frames per second mark.  
             
            Timing in Animation and Movement(1)      摘要: Games are packed with movement. Characters running here, bullets flying there−basically there's a slew of objects moving about your game world. The smooth motion of these objects is a very important aspect that can't be overlooked. Have you ever thought about the use of movement and animation based on time? Using time−based motion is hot, and to keep up with the rest of the world you must fully understand how it can help your game project. In fact, you need to understand not only using time−base  

            posted on 2008-04-21 18:38 lovedday 閱讀(326) 評(píng)論(0)  編輯 收藏 引用


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