Re: [Algorithms] finite automata in fighter game
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From: Bob <ma...@mb...> - 2001-12-20 19:01:25
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> One thing I'm certain about, though, is that you want to separate the > actual animation frame from the game-state. Your game-state has to be > clean, portable. The actual frames will tend to be variables according > to the platforms, will need tweaking at the end of the project, might > change according to the players stamina, and so on.... I agree for the most on this point, and LERP should be used for animations, but I want to point out that a lot of fighting games do use actual animation frames for timing. Although this causes timing to vary on different platforms, and does require timing to be set for every animation, it locks the timing relative to the framerate -- doing actual time based variations would be harder to tweak. --Bob |