#178 closed task (fixed)
Decouple entity simulation and actor animation
Reported by: | Philip Taylor | Owned by: | |
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Priority: | Should Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
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 (3)
comment:1 by , 17 years ago
comment:2 by , 14 years ago
Resolution: | → fixed |
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Status: | new → closed |
New simulation system takes a slightly different approach to this - see AnimationSync.
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).