Ticket #178 (closed task: fixed)

Opened 5 years ago

Last modified 16 months ago

Decouple entity simulation and actor animation

Reported by: Philip Owned by:
Priority: Should Have Milestone:
Component: Game engine Keywords:
Cc:

Description

Let the entity code simply tell the actor to switch to a certain animation state, and not worry about any timing details itself. The actor should handle looping, randomisation, and potentially things like blending. The animation speed should be determined just by the actor XML.

Change the entity XML files to store only a Rate (units per second) for actions, rather than Speed+Rate. Update the simulation world at a fixed frequency, independent of the animation speed.

Experiment with the same for attack animations to see if it still looks alright, but at least keep projectile launches synchronised.

Change History

comment:1 Changed 5 years ago by Philip

See r4880. Still need to change entities to use Rate where possible, and to run animations at a speed dependent only on the actor (not on the entity).

comment:2 Changed 21 months ago by Philip

  • Status changed from new to closed
  • Resolution set to fixed

New simulation system takes a slightly different approach to this - see AnimationSync.

comment:3 Changed 16 months ago by anonymous

  • Milestone ASAP deleted

Milestone ASAP deleted

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